A Death Among the Pale Roses 49 flustered, before turning affronted, saying things like, “I’m sure where I lay my head at night is none of your concern” and so on. A successful DC 18 Charisma (Deception or Intimidation) check can get the lady to admit she spent the night in the king’s chambers, but after that she insists the PCs leave. OLMED CARROSO, KING’S ALCHEMIST (N human mage) Alchemist-in-Chief of the Court, Olmed is a human mage. He can be of assistance to the PCs if they need anything analyzed, such as the poison found at the scene, testing to determine if Eillyn actually died of poisoning, determining the nature of the poison, or similar tasks. Olmed complies, but only grudgingly; he would rather be working on his personal projects in his lab and leave such chores to his colleague—Igo Natterbutt, wyrd gnome and Chancellor of the Royal College Alchemical—who enjoys such work and is more skilled with poisons. However, Igo left the palace suddenly to return to the college, citing an emergency, several days before the murder. Olmed is irritated because they were working on experiments together that now must be put on hold until Igo’s return. PERMESSA (N crinaea) Permessa is a crinaea, which are nymph-like water fey who look as if they are made of water and plants and inhabit small bodies of water such as wells and fountains. Permessa inhabits the fountain at the center of the palace garden (area 25). A gregarious and kind soul, Permessa loves to speak with those who visit her fountain. She listens to the gossip of the servants as they come and go, fetching water, and speaks with them about their duties and their day. Visitors are typically a special treat for her, allowing her to hear about the wide world beyond the palace and her little pool. While highly intelligent, Permessa’s emotions are volatile and she is quick to feel things and feels them to a degree beyond which most mortals could even conceive of. Thasim. Thasim, the sable elf servant, is a close friend of Permessa’s. Lady Vindesol’s treatment of Thasim enraged Permessa, and in the heat of that rage, she bestowed her curse. The Murder. Cornered by strangers with evidence of her part in Eillyn’s death, Permessa may lash out in fear of her discovery unless the PCs are careful in how they speak to her, such as having people Permessa considers friends accompany them when they question her, such as Thasim, Anwicket Folly, or Arla Mulliget (see “Encounter: Tactical Gardening” section).
50 Tales from the Shadows THASIM, PALACE SERVANT (NG sable elf commoner) The sable elf (Book of Ebon Tides) Thasim is one of the palace servants. On the day of the murder, she was berated by Lady Vindesol, and then, later, was called upon to bring a bottle of wine up to the lady’s chambers. The Murder. If she is told of the manner of Eillyn’s death, she becomes extremely agitated, because she’s certain the blame will fall on her, since she delivered the wine. A successful DC 12 Charisma check gets her to admit to watering down the wine in the goblet, using water from the fountain. But she swears adamantly (and truthfully) that she didn’t put any poison in the wine or chalice. VARES THE SILENT (CN shadow fey cult fanatic) This shadow fey is the High Priest of Loki (or a trickster or mischievous god of your choice) and head religious figure of the Court. As his name implies, he has supposedly taken a vow of silence. If questioned or spoken to, he responds with exaggerated facial expressions and hand gestures. He will not write anything down. In truth, Vares has not taken any vow. It’s simply a game for him. Also, people speak more freely in front of him because of this, and he can take such information to the king or other interested parties. The Murder. Vares is amused by the whole situation and doesn’t really care if the murder is solved. Given the opportunity, he casts knowing glances, waggles eyebrows, and inclines his head in such ways as to draw the PCs’ attention to Ellec Ish-Vardes, the satarre Void priestess, as he’s tired of her presence and wouldn’t mind if she were inconvenienced by this investigation. ENCOUNTERS IN THE PALACE While locked down and subdued due to the murder and the king’s resulting anger, the Rose Palace is still filled with mercurial, mischievous, and scheming fey, and is a hotbed of intrigue and political machinations. As such, incidents inevitably occur that are peripheral or even completely unrelated to the PCs’ investigation. Run as few or as many as you desire, simply by inserting the encounter in an appropriate locale when the PCs are present. Encounter: Arrogant Knaves Location: Anywhere other than the audience chamber (area 21) or rooms where guards are present. Some young, brash shadow fey are upset with outsiders having the run of the palace and the king’s trust. Some of these malcontents, four knaves (shadow fey scouts), armed with rapiers and daggers, confront the PCs and attempt to goad them into a fight. When at least two of their number are killed or incapacitated, the others attempt to flee. Alternately, a successful DC 15 Charisma (Deception, Intimidation, or Persuasion) check convinces them to leave the party alone. This check is made with advantage if the PCs point out that angering the already incensed king further by interfering with his chosen agents may not be a wise course of action. This encounter can be run more than once, but after the second time a group of knaves are defeated or talked down, their failure is enough to discourage others from following suit. Encounter: Fey Battle Location: Anywhere without guards present. A battle erupts between two members of the court. Old enemies, one of them has decided to take the other out, claiming that that the defeated foe was the murderer. The two shadow fey (a bandit captain and a cult fanatic) engage in a running battle through the area, avoiding any guards. If they notice the PCs, they both call for help, saying they’ve discovered the murderer. A successful DC 14 Charisma (Deception, Intimidation, or Persuasion) check is needed to get them to stop fighting, made with advantage if the PCs summon the guards. Both accuse the other of being the murderer, but neither is convincing, especially when they start giving details, which do not match the situation of Eillyn’s death. Encounter: Tactical Gardening Location: Central Garden (area 25). As the PCs are passing through the central garden, any PC whose passive Perception is 13 or higher (or announces they’re making an active Perception check in the area) notices a disheveled wyrd gnome sitting on a small, marble bench under a willow tree to the northeast. Upon closer inspection, she appears to be bandaging her arm, where the cloth of her tunic is shredded and bloodied.
A Death Among the Pale Roses 51 Arla Mulliget (NG wyrd gnome commoner) is Assistant to the Royal Gardner. If asked about her wounds, she is hesitant to speak about what happened. A successful DC 13 Wisdom (Persuasion) check—made with advantage if the PCs take the time to heal the 6 damage she has taken—will convince her to open up to the PCs about her problems. She is currently working the gardens alone, as the Royal Gardner, another wyrd gnome, took a sudden leave of absence. Unfortunately, a recent shipment of seedlings and cuttings contained a surprise: A pair of children of the briar (see appendix) stowed away in the crate and are now loose in the King’s private garden (area 26). Arla has been unable to contain them herself and reluctant to seek assistance, worried she will be blamed for the problem. Thus far, they seem reluctant to leave the King’s Garden. If the PCs agree to deal with the children of the briar for her, Arla tells them why the wyrd gnomes in the king’s court have all disappeared, as well as describing the prophetic dream she—and presumably all the other wyrd gnomes stationed here at the Rose Palace— dreamed prior to the murder (see the “Where Are All the Wyrd Gnomes?” sidebar). Arla also mentions she fears for the safety of the crinaea Permessa. Arla says the crinaea is beloved by the residents of the palace, and she is a fiercely devoted friend to many of them. If the PCs defeat the children of the briar, they find the crate in which they stowed away nearby. Carved into the wood inside, just beneath the upper lip of the crate, is a symbol: four lines in an octothorpe pattern, with a quartered circle in the square at the center. This symbol was to allow them to recognize another agent awaiting them on the inside. This symbol can be found in the vodyanoi ambassador’s quarters (area 18), as he was to use these fey as additional agents in his task to secure a sample of the Somering Well water. If captured, the fey admit to being here to aid a spy, and they would know their contact by being shown that symbol. Such a symbol can be found in the guest room of Dobrilo, the vodyanoi ambassador. Concluding the Adventure The adventure ends when the PCs present their evidence to the king and pronounce the name of the guilty party. Wishing to bring an end to this embarrassing situation and provide some sort of solace to Lady Vindesol, King Frulio is willing to condemn anyone the PCs name as the guilty party, so long as they provide compelling evidence of their guilt. Should the PCs extract a confession from Permessa, the King is shocked and saddened and not unmoved by her pleas for mercy. Rather than kill her outright, he proclaims that her punishment shall be banishment, effective immediately. As she becomes weaker the longer she is away from her fountain home, this likely means her death anyway, unless she finds a new water source to bond with. For their efforts, King Frulio awards the PCs 350 gp in assorted gems, as well as magic items from the king’s personal collection. The PCs may choose any two of the following: a bag of holding, a lantern of revealing, a mithral breastplate, or a wand of secrets. A PLEA ON BEHALF OF THE GUILTY If the PCs discover that Permessa is guilty of Eillyn’s murder, they are approached by Thasim, Arla Mulliget, and Anwicket Folly. They point out that Permessa is adored by the palace staff, and the incident was only her doing what she felt was necessary to redress a wrong done to her friend. They also infer that the king would be just as happy, or happier, with any other culprit for the murder. They suggest the PCs implicate Dobrilo, the vodyanoi ambassador. They are certain he has sinister motives. If his involvement with the children of the briar (see the “Encounter: Tactical Gardening” section) has been uncovered, the trio point to that as proof he means the Court of Pale Roses harm. Better an outsider with ill intentions pays the price than one of the king’s own loyal subjects. Should the PCs agree to this, they can approach Permessa and ask her to locate some water from her fountain in his quarters and turn it to poison. Its presence can be used as evidence against the vodyanoi, as the king’s alchemist can confirm it is the same poison that killed Eillyn. As for motive, Anwicket Folly suggests he might have suspected that Eillyn had somehow learned of his plans here at the palace and sought to silence her before she brought her suspicions to the King. No matter who the PCs accuse as the guilty party, award them experience as if they had defeated a CR 3 creature.
52 Tales from the Shadows ADVENTURE BACKGROUND In the Shadow Realm, beneath the night-dark boughs of the Blackwood Forest, wood and stone buildings have been built around the base of a tower constructed of jagged shards of mirrored glass. The tower’s occupant, Fultaris of Arborin, sits in his chamber in an ensorcelled stupor, unable to do more than reflect on his decision to pay the Queen of Night and Magic an unsolicited compliment. Fultaris’ prison was a curiosity at first, but over time, the psychic emanations of his condition have changed the personalities and habits of the residents living nearby, and the reach of his anguish has only been increasing over time. News of the phenomenon has started to spread, and some fell denizen of the Shadow Realm will leverage it to its advantage if the heroes can’t end it one way or another. This adventure takes place in Blackwood, a dark forest located about midway between the Courts of the Shadow Fey and Corremel, in and around the environs of Brightsigh Tower. The characters must determine how to enter the tower and how to end Fultaris’ punishment. The task is complicated by the automaton-like villagers and tower attendants, as well as a troupe of darakhul acting as agents for Vizorakh the Ravenous, an undead dragon of dread repute. ADVENTURE HOOKS Select one of the following reasons for the characters to become drawn into this adventure, or make up one of your own, based on the needs of your campaign: Hunter’s Request. Hunters and trappers visiting the Hunt’s Retreat near the Court of Night and Magic have noticed the humanoids that live around Brightsigh Tower, deep in the Blackwood, have been acting strangely. The Retreat’s steward hires the PCs to investigate and stop the cause of this behavior. Shadow Road to Danger. Traveling along a shadow road, the PCs are surprised when the road terminates at the edge of a cherry orchard with a strange tower at its center. The shadow road won’t reappear until Fultaris’ torment is ended. Darakhul Intervention. While resting between adventures, the characters hear rumors about a strange tower made of broken glass. The conversation turns to the mad wizard and his unwilling, dominated servants who apparently reside in and around the tower. A man named Edvard (NE human darakhul spy) talks at length about the treasures fabled to be in the tower and urges capable heroes to join his expedition to delve the site. The Blackwood The Blackwood is a deep forest of approximately 300 square miles located south of the Courts of the Shadow Fey and north of Corremel. The forest is largely comprised of beech, oak, birch, pine, and fir trees, with many hawthorn bushes and ferns. Trees in the Blackwood are more gnarled than their counterparts on the Material Plane, and they grow more closely together. The tree canopy is thick with interlinked branches, so the forest floor almost never sees sunlight, wan as it is in the Shadow Realm. Shadow fey nobles and their courtiers often visit the Blackwood to hunt for game or sport. The sound of their horns can be heard as they chase their quarry, Reflections and Remembrance AN ADVENTURE FOR 4–5 CHARACTERS OF 4TH LEVEL
Reflections and Remembrance 53 usually wild boar or whitetail deer, and the day’s catch is dressed at camp. The Blackwood has claimed many lives, so undead are not uncommon among the trees. TOWER ENVIRONS Brightsigh Tower is in a cherry orchard near the center of the Blackwood. Despite the lack of sunlight, the trees produce bitter, red-black cherries, the juice of which is fermented into an unusual varietal of wine of the winter court (Book of Ebon Tides). The trees in the orchard are spaced around the tower so it stands in the center and has room for a number of stone and wood buildings that are interspersed in a rough circle around it. The tree canopy above the orchard is thinner than most other parts of the Blackwood. Lighting. The portion of the Blackwood surrounding Brightsigh Tower is dimly lit regardless of the time of day or night. Unless otherwise noted, the interiors of the buildings surrounding the tower are dimly lit during the day and dark at night when the residents are abed. Residents. Unless otherwise noted, the residents of the tower environs are unarmed commoners. They dress in sturdy woolen clothes and leather boots or clogs. Men favor tunics, breeches, and feathered caps, while women wear long-sleeved dresses, pinafores, and head scarves. Most women wear their hair in a single braid. The commonfolk are polite and greet the PCs or engage them in meaningless small talk. They can’t answer questions about anything occurring in the tower or outside the orchard, and they don’t engage in gossip about the other residents. The commonfolk have glazed and vacant eyes, their reactions are a touch too slow, and their conversation is stilted and unemotional. A character who observes the residents for a few hours can make a DC 15 Wisdom (Insight) or Intelligence (Arcana) check to determine the residents are charmed; the check can be made with advantage if the PC specifically theorizes the residents are charmed. If a PC delays a commoner for more than a few minutes, they politely excuse themselves and try to resume whatever activity they had been engaged in. If they are prevented from doing so, they become agitated and hasten their attempts to exit the situation. If there is no way for a resident to resume their daily activities, they attack the characters with whatever tool they are holding and fight until an avenue of escape opens. Unless their life is directly threatened by an undead creature, the residents of Brightsigh Tower and its environs cannot see or otherwise sense undead. Trees. The trees in the Blackwood are not vulnerable to fire damage. Most of the trees near Brightsigh Tower stand approximately 100 feet tall, but the cherry trees are significantly shorter, at a mere 35 feet in height. Buildings. All the buildings near the tower, except the tower itself, are constructed of wood and granite. Doors. Unless otherwise noted, all the interior and exterior doors in the settlement are made of wood with AC 15 and 27 hp and a damage threshold of 10. 1. A TOWER OF JAGGED GLASS Standing 100 feet tall, Brightsigh Tower matches the height of the tallest surrounding trees and looms above the cherry trees and other structures in the orchard. The exterior of the tower is constructed entirely of jagged shards of mirrored glass set at random angles, and no door or other means of ingress is evident. The magically constructed walls have AC 15, 500 hp per 5-foot-square section, and a damage threshold of 20. Damaged sections recover 70 (20d6) hp each day at midnight. There is no door into the tower, but access can be gained through the Fairy Ring at location 11. A creature that attempts to climb the tower can climb 15 feet per round without an ability check but takes 13 (2d12) points of slashing damage for each 5 feet it climbs. The shards are both silvered and magical. There is no painless way to climb the tower. The lowest windows can be found at a height of 25 feet above the ground and are leaded shut. Each window has AC 15, 100 hp, and a damage threshold of 10. The interior of the tower is detailed in the “Inside Brightsigh Tower” section later in this adventure. 2. DARAKHUL ENCAMPMENT A small canopy has been erected in a narrow space between the trees here. From this bivouac, Vuto Baeez (LE iron ghoul [see appendix] commands six darakhul veterans). This group is part of a larger contingent serving Vizorakh the Ravenous, a powerful, undead dragon. It has commanded its agents to investigate the tower and surrounding area, discover what type of magic has caused the villagers to act in their strange manner, and discover (and capture) the source of the magic, if possible. If any
54 Tales from the Shadows
Reflections and Remembrance 55 darakhul are destroyed, reinforcements arrive from their larger encampment in a day and a half. The darakhul observe the PCs and interact with them if approached. They reveal information as noted in the “What the Darakhul Know” section below and otherwise share generic observations about the area. If a darakhul is caught lying, it refuses to converse further with any of the characters. Until the tower has been investigated, the darakhul enter combat with the characters only in self-defense, and only if there is no way to flee the situation. A darakhul that flees returns to its camp after an hour has passed. Treachery. Once the darakhul see that the residents are no longer acting unusually, they approach the party at their earliest opportunity. They are initially friendly, but once the PCs seem at ease, and Vuto feels they have no more information to impart, he gives the signal to attack. The darakhul fight to the death while Vuto still stands but have a 25% chance of fleeing on their turn each round if he is destroyed. What the Darakhul Know By the time the PCs arrive, the darakhul have been watching the settlement for a few days. Any of them can share the following information freely: • They have been sent from Corremel to investigate the strange activities that have been reported in the area. The PCs can discern this lie by succeeding on a Wisdom (Insight) check opposed by the tale-teller’s Charisma (Deception) check. • Residents work in a silent and unnaturally mechanical fashion. The residents do not speak to the ghouls. Any of the ghouls can also share the following information if the questioner succeeds on a DC 15 Charisma (Persuasion or Deception) check: • There is a spirit of some sort in the woods at area 3. The darakhul hope to avoid conflict with it and haven’t approached it. They are unsure if the creature is a ghost or some other type of undead. • All their attempts to enter the tower have failed. • One of their number was ordered to climb the tower to enter through a window. The unfortunate darakhul was torn to shreds by the tower walls. • The residents of the settlement get angry if their routines are interfered with in any way. Vuto Baeez alone can tell the PCs the following if a character succeeds on a DC 18 Charisma (Deception or Persuasion) check. • The darakhul troop is also here to discover the fate of a darakhul who was sent to investigate the area over a year ago. If Sascha is returned to the camp, Vuto will pay the PCs 150 gp each. He doesn’t mention that they intend to take anything interesting or magical—by force if necessary— when they leave. • No one enters or leaves one of the houses west of the tower (area 13). They have observed a young male elf sleeping on a cot in the residence. The elf couldn’t be roused. Vuto feels the elf is the key to entering the tower somehow, but despite attempting numerous, sometimes painful, methods of rousing him, the elf remains still. You Look Fine Today, Your Grace, or, What’s Going on Here? The trouble in Brightsigh Tower and its environs stem from a comment Fultaris of Arborin, the prisoner of the tower, made to the Her Celestial Majesty Sarastra Aestruum years ago. At the urging of his attendant, Georges Hulbére, he approached the Queen at a gala and told her, “You look fine this evening, Your Grace.” The Queen of Night and Magic, offended by the generic compliment, used her Shadow Grimoire to ensorcel the elf lord and his staff. Despite the enchantment, Fultaris knows he affronted Sarastra, but he can’t remember what he did or said. To break the enchantment, he must remember the words he spoke to the queen and write a formal letter of apology to her that must be delivered to Hypatia, the priestess at area 14. Every person the PCs meet in this adventure—except the darakhul and their leader, Hypatia, Georges Hulbére, the ghost of Gretl, and Fultaris himself—greets them with, “You look fine today, Your Grace,” every time they see them.
56 Tales from the Shadows 3. HAUNT SITE For several years, Gretl Hulbére and Fultaris’ son, Iann, met in this quiet thicket for a weekly rendezvous. When Gretl’s husband, Georges, discovered her unfaithfulness, he paid a coven of hags to curse her lover to fall into an enchanted, nightmare-haunted slumber during their next tryst. While Gretl tried to rouse her sleeping paramour, Georges murdered her with a butcher’s knife taken from the tower kitchen, cutting through the gold wedding band on her hand as she tried to fend him off. He then buried her body in a shallow grave beneath the roots of a nearby birch tree. Iann’s unconscious form rests in the house at location 8. Haunting Presence. Gretl is now a ghost who haunts the site every day from midday to sundown. She looks like an incorporeal shadow with hawkish features, talon-tipped fingers, and wearing the kind of old-fashioned dress Iann liked. If left undisturbed, she stares at a white-barked birch tree nearby. If spoken to, she points at the base of the tree and says: “That is where it happened. That is where we did it. The circle is broken.” If she is questioned at length, Gretl becomes frustrated and attacks, focusing her fury on her interrogator. If her interrogator retreats into the orchard, she doesn’t pursue them. If Gretl is destroyed, she reforms at the site with full hit points at noon the following day. Quieting the Dead Gretl can be put to rest in one of two ways: Laid to Rest. The PCs can return Gretl’s wedding band to her body and rebury her remains. The PCs can find her broken wedding band among her husband’s belongings at area 7 in Brightsigh Tower. Her remains are buried among the roots on the south side of the birch tree she gestures to when she is spoken to. • A character that makes a DC 15 Wisdom (Insight) check discerns that Gretl wants them to interact with the roots of the birch tree in some manner. • A character that makes a DC 13 Intelligence (Investigation) check can tell the scars on the birch tree’s roots were made with a shovel. Postmortem Vengeance. If the PCs prefer action, they can instead kill Gretl’s husband, Georges, with the knife he murdered her with, then return the murder weapon to her ghost. The knife can be found in area 7 in Brightsigh Tower. When used as a weapon, the knife has the same statistics as a dagger, except it lacks the thrown property. If Gretl is put to rest, she thanks the PCs and says: “My husband, Georges, convinced Lord Fultaris to pay a compliment to Her Celestial Majesty Sarastra Aestruum. He knew the words would incense her, but he bade our lord say it anyway. Perhaps he remembers the exact words that were spoken. . . .” Gretl then fades away. 4. VALSTITZ WINERY The cherries harvested from the orchard are pressed and fermented into wine of the winter court in this building. The Valstitz family has run the winery for several generations, and this building predates the appearance of Brightsigh Tower and its prisoner, Fultaris of Arborin. The Valstitz family currently consists of patriarch Hans, his wife Marlies, and their teenaged children, Ortrud, Detlef, and Josefa. They live in quarters on the second floor of the winery. If encountered, they behave in the same strange manner as the other residents do.
Reflections and Remembrance 57 The winery has two floors and a cellar. The first floor is the winery proper, containing tuns, barrels, corks, long-handled wooden spoons, and all the other equipment required to make wine. The cellar is accessed through a double-doored hatch in the floor. A fixed wooden ladder is used to go down into the cellar. Block and tackle are used to move full barrels of wine from the winery to the cellar and vice versa. Wine Cellar. The cellar is used to store the wine fermenting in casks, as well as the bottled wine, until it can be transported to market. Several wheeled dollies are used to move the heavy wine barrels. If the characters explore the cellar, they find there are two cases, each holding twelve bottles of wine of the winter court. A bottle of the wine can be purchased from Hans or Marlies for 400 gp. Each bottle holds four servings of wine. In addition to the usual effects of the wine, the first time a PC drinks it while in the settlement, they have a vision: Your vision blurs for a moment, and when it comes back into focus, you are walking across a crowded ballroom toward a tall shadow fey wearing an immaculate black dress. You have the impression the room and other guests are also exquisitely appointed, though she is the only figure you can see clearly. As you draw nearer, she turns and casts her chilly gaze toward you. Just before either you or she can speak, the vision vanishes. 5. LETHE-TAINTED WELL A three-foot-tall ring of stones here is bracketed by a pair of sturdy wooden posts topped with a small, wood-shingled roof. A bucket dangles from the fixed pulley attached to the crossbeam braced by the two posts. The cold, black water from this well is drawn from an underground tributary of the River Lethe. A creature that drinks from this well must make a DC 15 Constitution saving throw or gain 1 level of exhaustion. Whether the creature makes the saving throw or not, it has the following vision: You and a handsome shadow fey are standing on the periphery of a large ballroom. The room is full of nobles, courtiers, and servers, though a single figure commands your attention. “There she is,” the shadow fey says with a gesture. “Remember, you must not be too effusive. Tell her she looks fine. She will know what you mean.” The vision then fades like mist under a hot sun. The residents of the area never drink from this well. 6–11. RESIDENCES The commonfolk of the settlement live in these homes. On the exterior, each of the domiciles has stone walls that are 20 feet to a side, a peaked thatch roof, and a stonework chimney. A single small window allows what little light there is to filter into the room. Inside, the homes are sparsely decorated, containing only the necessities of life: a wood stove, one small bed per person, work tools, a table with chairs, and kitchen utensils. The living arrangements are as follows: 6. Alec LaRose and his wife Lorè (both human woodcutters). 7. Twyla Nygaard and her children Flora and Viola (all elfmarked; Twyla is a seamstress, and her daughters are weavers). 8. Thudra Hubblested (a dwarf cooper). 9. Cygnus and Xan Petalstar (both shadow fey hunters). 10. Paola Ghest (gnome jack of all trades), Tobin Krentz (shadow fey carpenter), and Loy Braid (minotaur mason). 11. Desmond and Ursula Dupaigne (both human gardeners). 12. WELL The water from this well is perfectly mundane and potable. The locals draw their water from here. 13. IANN’S HOUSE The comatose body of Iann, Fultaris of Arborin’s son, rests in this house. Iann was cursed to a nightmarefilled slumber at the behest of his lover’s husband, Georges Hulbére. Any of the following wakes him from his enchanted sleep: • Having remove curse or greater restoration cast upon him. • Putting Gretl Hulbére’s ghost to rest. • Having his bare skin touched by the bare skin of an unmarried person. He becomes charmed by the person whose touch woke him. • Slaying the hags who laid the curse upon him. The coven consists of a green hag, a sea hag, and a night hag. They live two miles north of Brightsigh Tower, toward the heart of the Blackwood. Once he is awake, Iann (male elf noble) is charming and polite but otherwise like the other residents. He is happy to explain how to access Brightsigh Tower
58 Tales from the Shadows through the Fairy Circle at area 16, though he doesn’t offer any assistance in the tower, with its residents, or with his father. If Iann learns of Gretl’s fate, he becomes inconsolable. Aside from Iann’s presence, this location looks much like the houses at areas 6–11. 14. SHRINE TO SARASTRA Hypatia (NE shadow fey mage) tends the settlement’s shrine to the Queen of Night and Magic. The shrine’s entryway features an open moon window, which is its only source of natural light. Tall silver candlesticks decorate the shrine, the black candles topping them unlit, but the sticks themselves glitter with dancing lights. Hypatia takes her rest in a room just off the shrine. Her room holds a narrow bed, a small table, and a fireplace. An ancient-looking copy of Sarastra’s holy book, Mistress of Air and Darkness, sits on the table. Any creature other than Hypatia who opens her copy of the book must make a DC 15 Constitution saving throw or be blinded for 1 hour. Hypatia is here because of a debt she owes to the Queen of Night and Magic and is aware of much going on around the tower. She can answer questions, though the questioner must succeed on a DC 15 Charisma (Persuasion) check for each question they ask. Charisma (Intimidation) can be used instead, but she refuses to speak to the PCs afterward. If a character gifts her with a bottle of wine of the winter court, she answers one question and that character henceforth has advantage on Charisma (Persuasion) checks when dealing with her. Hypatia is curious about the recent arrival of the darakhul and answers questions in exchange for information about them. What Hypatia Knows Hypatia can answer the following questions: • She can answer any questions about Fultaris, his punishment, and how to end it. She requires a significant commitment from each of the characters—an agreement for a year of servitude to the Queen of Night and Magic for example—to answer any questions about Fultaris. • She knows the truth of Iann and Gretl’s relationship, Gretl’s murder, and where her body is buried. She knows where the hags who laid the curse on Iann reside. She does not know how to put Gretl’s spirit to rest. • She can answer questions about the residents of the tower and its environs. • She knows about the Fairy Circle at area 16 and when it is active. She requires something valuable, such as a favor, from the questioner before she reveals when the ring can be used. 15. FIONA’S HOUSE Fiona Hesch was the local washerwoman until she was killed by one of the darakhul camping at area 2. The darakhul told his commander, Vuto Baeez, that he was attacked by Fiona when he prevented her from doing her work. In fact, he saw a lone woman splitting firewood with no witnesses around, so he attacked her with the intention of killing and eating her. When her life was imperiled, Fiona saw the darakhul for the first time and defended herself. Despite her attempts, she was slain by the undead who only got to take a couple mouthfuls before he heard someone approach to investigate the noise of the scuffle. The darakhul hid Fiona in her hut before escaping back to his encampment. Since her murder, Fiona has risen as a ghast. She is trapped in her house, and the few residents who have visited to see if she is available for washing can’t see or hear her new undead form. They are unconcerned at her absence and explain it away as Fiona having gone to visit relatives. 16. FAIRY RING In this thicket, a two-foot ring of indigo mushrooms sits inside a four-foot ring of assorted blue flowers. It matches an identical pair of rings at area 1 inside Brightsigh Tower. For 1 hour at noon, and again for 1 hour beginning at the stroke of midnight, the ring of mushrooms acts as a teleportation circle keyed to the ring at area 1 in the tower. If the characters step inside the circle of mushrooms at one of the specified times, they are transported from one ring to the other. A successful DC 16 Intelligence (Arcana) check can determine the purpose of the circle.
Reflections and Remembrance 59 Inside Brightsigh Tower The interior of Brightsigh Tower contains much of what the PCs would expect to find in a noble’s home, as well as several things that seem out of place, or even absurd. Much of the tower seems grounded and real, but some areas feel less substantial and dreamlike. Ceilings. Each of the tower’s five levels has 25-foot-high ceilings. Doors. Unless otherwise noted, all the tower’s doors are made of wood with AC 15 and 27 hp, with a damage threshold of 10. Lighting. Most rooms in Brightsigh Tower are magically illuminated. Unless otherwise noted, the rooms are brightly lit from 1 hour before breakfast in the morning to 2 hours after dinner in the evening. The rest of the time, they are dimly lit. Servants. Unless otherwise noted, the servants inside the tower are all N elfmarked (or half-elf) commoners. They dress in Fultaris’ family livery: a black wool suit braided in silver over a navy-blue linen shirt and navy-blue hose. The servants of the tower are all under the same curse as the residents of the tower environs and exhibit the same traits and quirks. 1. THE GLADE The Fairy Ring in area 16 in the Tower Environs allows creatures to teleport to the corresponding Fairy Ring located in the southwest quadrant of this chamber. As the last glimmers of teleportation magic fade around you, you find yourselves standing on a carpet of lush green grass, surrounded by a ring of indigo mushrooms. To the east is a well, and further beyond that is a small pavilion with a roof of black and red checkered shingles. Another pavilion, to the north, has a pure white roof. The room is lit as though the sun shines from above, and the air is fresh and sweet. Everywhere you look in this chamber, you can see large bushes loaded with ripe blueberries. Almost immediately after your arrival, you hear a song coming from the two pavilions. Dangerous Walls. Thick, ropey vines studded with mirror shards climb the exterior walls of the glade as well as the large central column, blocking—and initially obscuring—the stairs going up. The vines have AC 15 and 150 hp per 5-foot section. Brushing against them or attacking them with a melee weapon deals 4 (1d8) slashing damage to the attacker. Safe Refreshments. The blueberries are delicious and the water from the well is sweet. Characters can eat and drink their fill in the glade. The berry bushes are refreshed each morning at dawn. False Fey As soon as the PCs arrive, a satyr sitting beneath each pavilion starts playing its instrument in earnest and calling the newcomers over. Each of them is playing the same song, and each is as skilled as the other. The satyr the PCs choose not to approach jeers their decision loudly. The characters have disadvantage on Charisma checks when interacting with him for the rest of this adventure. Ashes. A satyr with glossy black fur can be seen sitting, playing a harp, in the black and red pavilion to the east of the fairy ring. If Ashes is approached, he finishes his song with a flourish, closes the book of music he is using, and tells the PCs that if they kill Ambrose, he’ll dispel the vines blocking the stairs. If Ashes perceives any attempt by the PCs to steal his book of music, or if he is attacked, he assumes his true form as a barbed devil and fights to the death. Ambrose. In the pavilion with the white roof to the north of the fairy ring, a satyr with shaggy and unkempt white fur plays a hurdy-gurdy. If approached, Ambrose finishes his song and then greets the PCs politely. He then explains that he’s not allowed to grant anyone access to the stairs leading to the rest of the tower. He confides he can make an exception if they retrieve his book of music for him, which Ashes, the other satyr, has stolen. If they fulfill his request, Ambrose gives each of the PCs a family insignia which allows them to pass the vines blocking the stairs unharmed. If Ambrose is attacked, he assumes his true form as a unicorn and fights to the death. 2. SERVANTS’ QUARTERS Fultaris’ few living servants take their nightly rest in this room. It holds four narrow beds and wardrobes. Three of the wardrobes are unlocked and hold nothing but servants’ livery. The northmost wardrobe is locked and can be opened with a successful DC 17 Dexterity check using thieves’ tools. Inside, in addition to servants’ livery, are two silver and emerald house insignias (worth 50 gp apiece), a vicious shortsword, 3 vials of serpent venom, and a half-used disguise kit. The servants are: Dylainn Ventnor, Joichim Culdada, and Stanislaus Puetsche. The last bed belonged to Nole Freitzman, who was murdered by the darakhul intruder Sascha a year ago. His body can be found at area 5. If the other servants have occasion to speak about Nole’s absence, they simply state he went to visit family.
60 Tales from the Shadows
Reflections and Remembrance 61 3. SERVANTS’ DINING ROOM The servants take their meals and recreation in this chamber. This room is empty during the daytime and can be used as a place for the PCs to take a short rest without drawing attention or comment. After dinner, one of the servants typically plays the lyre while the others play a game of backgammon, draughts, or fox and geese. The game sets noted are of masterful quality (worth 100 gp each). 4. KITCHEN AND PANTRY Fultaris’ cook, Tatja Proulxe (N shadow fey commoner), prepares meals in this clean and well-stocked kitchen. Her pet rat, Nim, is an imp in disguise. Tatja is in a perpetually foul mood from Nim’s nightly subliminal urgings to murder the living residents of the tower so he can be free of his obligations to the Queen of Night and Magic. She chases the PCs out of the kitchen if they spend more than a few moments in it. A successful DC 15 Charisma (Deception or Persuasion) check can make Tatja friendlier to the PCs temporarily, but such checks are made with disadvantage. If Nim is removed from Tatja’s presence for longer than 24 hours, she becomes friendly to the characters and the other servants. Tatja sleeps on a fold-out cot in front of the kitchen fire. There is a 20% chance of her being absent from the kitchen any time after dinner. In such instances, she is either visiting Ashes in the glade or Georges Hulbére in his chambers. Pantry. If the pantry is searched, the PCs find a full set of cook’s utensils and two bottles of wine of the winter court. On a shelf, they find Tatja’s cookbook, and next to that is her journal, most of which details her series of dreams that revolve around strange, disembodied whispers in the dark. If a PC looking through her journal makes a DC 15 Intelligence (Investigation) check, they can make out the impression of the written-then-erased statement, “Georges did this to us. . . .” 5. TRASH REPOSITORY Piles of broken furniture, crumbling masonry, broken mirrors, and debris of all types litter every inch of this chamber. The floor is tilted at a ten-degree angle toward the exterior wall. Foul liquid pools on the floor, sitting waist deep at the northeast corner. The room reeks strongly of refuse, rot, and death, though the odor strangely hasn’t passed beyond into the corridor or any of the other chambers. Locked In. A living creature that sets foot in this room cannot leave it again unless they are wearing a house insignia. Muck Raker. All the rubbish produced in the tower, including humanoid waste, is deposited in this chamber. Where the additional trash originated is unknown. An otyugh happily devours any offal and vegetable waste, though, like the humanoid residents, it cannot detect dead or undead creatures. The otyugh was once Fultaris’ housekeeper, Fleur. She has forgotten most of her human life but is quite timid, even now. She remains hidden in the pool toward the wall when the PCs enter but attacks any living creature that tries to remove anything from the room or comes within the 10-foot reach of her tentacles. Unquiet Dead. If a living creature enters the chamber, the bodies of Nole Freitzman and Tatja’s former kitchen assistant, Remy, animate and rise from the foul pool as bloated ghasts. Child’s Toy. If the PCs spend 30 minutes searching the room and succeed on a DC 15 Intelligence (Investigation) check, they find a blue plush bear with mother-of-pearl eyes wearing a house insignia. The bear was beloved by Fultaris’ son, Iann, when he was a child. If they give the toy to Fultaris, he becomes lucid for 1d6 hours. 6. TREASURY The door to this chamber is locked, requiring either a successful DC 20 Dexterity check made with thieves’ tools, or the key found in Fultaris’ wardrobe, to open. Piles of gold coins and loose gems are scattered haphazardly across the floor of this room and a locked, iron-bound chest sits at the southern-most point. The entire room seems to glow from the light shining off the treasure. Unwanted Guests. There are 3,635 gp scattered across this room and 2,150 gp worth of gemstones. The chest contains a portal to the Elemental Plane of Earth. If it is opened, requiring a successful DC 15 Dexterity check made with thieves’ tools, a xorn emerges and immediately starts devouring the treasure. The xorn ignores conversation in favor of eating, though it defends itself. If attacked, the xorn engages in combat but continues using one of its claw attacks each round to instead scoop treasure into its maw. The xorn can consume 100 gp per claw attack it forgoes per round, or 300 gp per round if it forgoes all three claw attacks.
62 Tales from the Shadows An additional xorn emerges from the open chest every 3 rounds until either the chest is closed and locked or the room is empty of treasure. 7. SENESCHAL’S BEDCHAMBER Fultaris’ steward Georges Hulbére (NE shadow fey noble), once shared this spacious chamber with his wife, Gretl. Now it is his alone. Everything in the room is opulent, from the thick rug, well-stuffed leather seats, thick feather bed and down duvet, and the finely polished wood furniture. A Murderer’s Tools. A locked, steel-bound trunk is located at the foot of the bed. A successful DC 20 Dexterity check made with thieves’ tools can open the lock, as can the key Georges carries on his person. The trunk contains a moldering set of servant’s livery, stiff and stained with dried blood, and a chef ’s knife, similarly tarnished. Gretl’s wardrobe, situated directly north of the bed, is too close to the bed to open easily. Sitting on the floor of the wardrobe, beneath her clothing, is her wedding band, which appears to have been cut with a blade. A Broken Circle. Georges can be found in these quarters from just after dinner each day until the following morning. There is a 10% chance each evening he is visiting with Tatja, the cook. When questioned, Georges is cagy and vague, favoring lies to the truth. He pretends to be charmed, like the other servants, and if his deception is discovered (with a successful DC 15 Wisdom [Insight] check), he simply smiles and shrugs. He flees rather than fights, if possible, and only takes up arms if he has no escape. 8. GLYNN’S NURSERY Fultaris’ second-born son, Glynn, died as a toddler long before Fultaris’ imprisonment in Brightsigh Tower. Fultaris’ residual grief has caused this chamber to become a haunted replica of his son’s nursery. Half of this chamber holds a crib from which hangs a mobile depicting carved wooden angels chasing dragons, a rocking chair, a shelf holding many books, and a table upon which his garments were changed. The other half of the room is piled with stuffed toy animals of every imaginable variety, wooden soldiers, and toy weapons. Violent Toys. If the characters spend more than 1 minute in the nursery, 12 flying swords spin into the air from the pile of toys. After another minute passes, if the PCs are still in the room, 4 of the wooden soldiers (use statistics for awakened tree) move to attack them. At the end of their third minute in the room, three plush wolves transform into winter wolves and attack. Once defeated, all the enemies transform back into toys; afterward, a sad-looking, bean-filled donkey—Glynn’s favorite toy—walks from the pile and sags down in the center of the room, a simple toy once again. Children’s Books. The books on the bookshelves are beautifully illustrated, but the only words in any of the books are: “You look fine this evening, Your Grace.” If the toy donkey is given to Fultaris, he becomes lucid for 1d6 hours. 9. LIBRARY Shelves of books stretch from floor to ceiling. Two wheeled ladders, one on each side of the stone fireplace, allow readers to access books on the upper shelves. Flanking the fireplace are a pair of statues shaped like a robed elf sporting a confused look. A pair of comfortable chairs sits in front of the fire, each with a round side table to hold books. The north and south portions of the room each hold a larger round table with stools for easier research. The room is comfortably warm and smells faintly of cherry-scented tobacco. Among the Stacks Each of the thousands of volumes on the shelves, regardless of its title, contains a single repeated line: “‘You look fine this evening, Your Grace,’ said Fultaris of Arborin.” Unabashed Fairkin. A single volume, titled Unabashed Fairkin Not Given to Pryde, contains a single line buried amidst the others: “Fultaris you fool, if you offer me a sincere apology via my agent, and promise henceforth to never speak to me again, you may be freed.” If Unabashed Fairkin is given to Fultaris, he becomes lucid for 1d6 hours. Finding this line requires a PC to spend 1d6 hours on the task and a successful DC 22 Intelligence (Investigation) check. The shelves seem to ripple for a moment at the stroke of midnight as the books reshuffle their locations upon them. Books that have been removed from the shelves fly back to the shelf at this time. Darakhul Agent. A frantic darakhul veteran, who was a trollkin in life, with a long, squared beard, is on the southern ladder pulling books from the shelves, slowly flipping pages while scanning the text, then dropping them to the ground. He mutters incomprehensibly to himself. Sascha abandoned his disguise as the servant Nole (whom he killed) ages ago, when he determined the people in the tower
Reflections and Remembrance 63 couldn’t see or hear him. He is searching through the stacks for anything that might set him free of the tower. He hasn’t been able to leave since he offended the satyr Ambrose on his arrival in the glade; the unicorn swore to destroy Sascha should he ever set foot in the glade again, so the darakhul hasn’t attempted to return to use the fairy ring to escape. Sascha takes no heed of the PCs as he thinks they can’t perceive him. They must make a Charisma (Deception or Intimidation) check, contested by Sascha’s Wisdom (Insight), to convince him they are not torments conjured by the tower. If the PCs try to physically stop Sascha’s search, he unleashes a bloodcurdling scream and attacks until he dies, or they leave him alone. Guardian. One of the statues flanking the fireplace is a shield guardian. If a character tries to damage a book or remove it from the library, the door closes and locks, and the guardian animates and attacks, ceasing only if the book is replaced upon a shelf. 10. FULTARIS’ CHAMBER A sense of sadness and loss permeates this well-appointed living chamber. Despite the luxuriousness of the furnishings and decorations and the lack of dust, the room feels abandoned and untended. Fultaris of Arborin. Fultaris (LN elf mage) sits at a table in front of the fireplace. He stares vacantly, showing no indication he notices any of his surroundings. A meal and glass of wine sit untouched on the table before him. Fultaris is lost in an incomplete reverie of his encounter with the Queen of Night and Magic. In this state, he cannot interact with the PCs. If he is made lucid, the characters can interact with him normally. If they can remind him of what he said to Sarastra, he can make his apologies and end everyone’s torment. Fultaris’ Guardian. An invisible stalker watches Fultaris from its position beside the fireplace. If the PCs try to move or harm Fultaris, it springs to action, targeting spellcasters over other threats. If Fultaris becomes lucid, the elemental’s debt to him is fulfilled, and it returns to the Plane of Air. Treasure. If Fultaris is wakened to lucidity and ends his imprisonment, he allows the characters to keep any gold and gems they retrieved from the treasury. In addition, he offers them their choice of his staff of charming or his ring of spell storing, which currently has no spells stored within it. Concluding the Adventure Once Fultaris has apologized to the Queen of Night and Magic through her agent Hypatia, the residents and servants cease being charmed. They don’t wish to talk about the time they have spent in the tower or its environs and seem embarrassed about the ordeal. They can also now see the undead, including the darakhul, if any are present. The tower itself dissipates in a vaporous funnel at the stroke of midnight following Fultaris’ apology. If Fultaris dies before he can apologize, Sarastra eventually visits the residents and offers them freedom in exchange for a favor of her choice at her time of choosing.
64 Tales from the Shadows ADVENTURE BACKGROUND The umbral humans (also known as dark folk) that live in the village of Leer seem a little bit . . . porcine. They have a swine-like mien about their features, snort as they laugh, and have revolting table manners and odd little quirks that are more than a little . . . farmyard. The pigs in the village are a different story. They seem quite human at times—they’re pigs, of course, so they can’t talk, signal, or communicate in any way a person could—but there’s something oddly intelligent about the way they look at you. There is something going on behind those eyes, as if they’re struggling with strange memories that they can’t quite form properly into thoughts, no matter how hard they try. Oddly enough, if one were to count all the people and all of the pigs in the village, the number would be exactly the same. This is because, in the village of Leer, sometimes the pigs become people and the people become pigs. ADVENTURE HOOKS This adventure works best if it is sprung unexpectedly on PCs. The sudden rush of children to their sides, as detailed in the “The Village of Leer” section, should disarm the ever-resourceful PCs, and the subsequent interaction should pique their interest enough for them to see what transpires. If you prefer a stronger hook, the PCs may have heard tales of a marauding troll of great size and fearful toxicity menacing the countryside and are asked to dispose of it. Aunt Crabapple’s Curse This unfortunate malady afflicting the people of Leer is caused by one of the residents: Aunt Crabapple, a hag whose curious curse is tied to this place. She, like the other villagers, has a pig. Sometimes she lives in her dark folk body; sometimes her pig does . . . and vice versa. If one of the afflicted (or their pigs) dies, then their counterpart simply vanishes. Except in Aunt Crabapple’s case, if she dies, her consciousness trades places with her counterpart. And she remembers. When she dies—and she’s died quite a few times— the villagers all shift from pig to person or vice versa. And though she remembers, when the new Aunt Crabapple rises, the rest of the village has no memory of Aunt Crabapple being the reason for this situation, allowing her to be reborn to rule the place once more, whether she is a pig as person or person as pig. Only Aunt Crabapple knows why all this is happening, and she’ll go to any lengths to hide her secret. She is a mirror hag (see appendix) and has lived many long lives in the village. Her pig self— which is currently in control—intends this phase to last a very long while and will do everything in her power to ensure no strangers are going to come into her village and unravel things. That’s why she got rid of all the pesky mirrors that might unmask her; she likes them just as they are. . . . The Leer pig minds are currently in people bodies— and have been for many years—and are enjoying life. Truth be told, they’ve been people for so long, they aren’t entirely sure that they even are pigs. And thankfully, now is the time of the Blessings, when the unexpected protector of the village, the briar troll Big Briar’s Blessings AN ADVENTURE FOR 4–5 CHARACTERS OF 4TH–5TH LEVEL
Big Briar’s Blessings 65 (see appendix), whom the locals call “Big Briar,” visits. Heralded by the strange arrival of her trollstone, Big Briar comes to take her succulent offerings: a trio of young, healthy pigs. When the—well, to call them sacrifices seems very dramatic, so let’s call them presents—when the presents are taken, Big Briar leaves the village, and the threat of her presence in the nearby forest ensures the villagers will be left in peace for another season. Aunt Crabapple is the only one who knows what’s truly going on here. It’s her curse, and to be truthful, she can barely recall how she came by it—something about being cast out of her coven and being bound to this place. She knows what the runes on the Horrid Fetish (area 9) say, but her thinking is that for now she may as well enjoy herself. The very odd thing is that for every person in Leer there is a corresponding pig, and if something bad happens to one, something bad happens to the other. For example, if one dies, the other squeals and vanishes, never to be seen again. Likewise, each baby born in the village is marked by the birth of an adorable new piglet. It is simply the way of things, and the villagers don’t find it particularly strange. Crabapple keeps her “alter-pig” safely locked up in her grotto, just in case, because she fears that if both of her bodies die at the same time, this whole sorry mess might unravel and that could be the end of her. Which is true—kill the hag and her pig at the same time, and the curse is lifted. Meet Aunt Crabapple. Crabapple looks like a kindly, if strange, old lady. Her sweaty breath comes in short, sharp gulps, and her nasal voice is littered with the odd, unwelcome snort, particularly when referring to the succulents. She laughs a lot and sings about blessings. Meet the Locals. The locals are not bad (pigs); they go day-to-day foraging, and they fully accept that the gifting of a few lowly pigs occasionally to keep their troll happy is a small price to pay for privacy. Like the pigs, when the humans have their turn, their memories are clouded—they know something odd is going on, but Aunt Crabapple keeps them busy and distracted enough so that soon they forget. After a day or two, they accept things as they are—and assume it’s how they always have been. When the pigs are in the dark folk bodies (pigfolk), they can speak as a dark folk normally would, though they likely seem dull and unintelligent. When the dark folk are in the pig bodies (peopleswine), they cannot speak or otherwise communicate outside of normal pig noises. Pigfolk and Peopleswine The minds of the people of Leer are sometimes in their dark folk bodies and sometimes in pig bodies. Likewise, sometimes the minds of the pigs are in their own porcine bodies and sometimes they’re in the dark folk bodies. This might understandably cause some confusion when running this adventure. To help the GM (and players) keep this straight, in this adventure, when referring to pig-minds-in-peoplebodies, we call those creatures “pigfolk”; when we’re referring to people-minds-in-pig-bodies, we call those creatures “peopleswine.”
66 Tales from the Shadows Running the Adventure Aunt Crabapple does not want strangers to know and talk about this place, so the PCs are in grave danger of being poisoned, paralyzed, and fed to the “Ravenous Troll” effigy (area 3) as a further present for Big Briar. The Village of Leer The PCs are wandering through a wood or forest after a hard day’s travel, when suddenly they hear children giggling nearby. Within moments, a quartet of local children emerge from the trees and, laughing, lead the PCs by their hands into the village of Leer, which lies very close by. If the PCs try to escape, a couple of locals spot the PCs, shout blessings, and invite the PCs to come rest. If need be, adult locals warn the PCs that beyond their village, the terrible Night Things lurk—creatures of enormous mouths, pointy claws and horribly bendy bones. They thrive in darkness, are drawn to pretty faces, and are best not faced without a decent meal, rest, and a hearty smile. If the PCs wish to continue their journey anyway, perhaps they become lost and find their way back to Leer. Or perhaps they face the terrible Night Things (whatever you decide they may be) and a very stiff fight, which may leave them longing for hearth, stew, and a good night’s rest. When PCs first see the village of Leer, read or paraphrase the following description: A wide clearing opens up in the trees here, a space surrounding a short, sharp grassy hill and rocky tor. Around thirty hovels sag in the muddy clearing. Pigs wander about, but most are kept within a large pen by a duck pond. All about the grassy hill are dozens of low, simple tables and chairs. At the edge of the village is a small rocky tor with a wooden ladder leading to a cave, and a nearby waterfall flows down the cliff face and feeds the duck pond below. The entire area dances with flowers, noise, and abundance, as the locals—who must number around a hundred—busy themselves preparing for some sort of celebration. They carry hefty trays, singing as youngsters throw bright powder paint at everything. Everyone is smiling or laughing or both. At the heart of this color and spectacle, a single great wooden figure leers out of the sharp hill, its vast, toothy wooden head smiling broadly on a body the size of a small house. It stands on a great pile of dry timber. At this grotesque figure’s feet are a trio of pigs, tied with ribbons, their flanks a vivid riot of powder paint. No Mirrors Crabapple has one weakness—a weakness that immediately unmasks her disguised form and reveals her as the hag she truly is: her reflection. She has taken pains to destroy every mirror in the village and then gone one step further: everything in the village that can reflect an image has been dulled. Apart, that is, from the reflections cast by pools of water, which is beyond even her talents to stop or prevent. Crabapple is careful to avoid such reflections, staying away from the duck pond (area 2) whenever possible. A successful DC 20 Wisdom (Perception) check is needed to note the lack of reflective surfaces; reduce the DC to 15 if PCs are searching the village for clues. A similar check also notes that Crabapple always avoids the edges of the duck pond when moving about the village. PCs bringing such surfaces into Leer—like a nice shiny breastplate or silver mirror, for example—are dangerous to Crabapple. If she even glimpses her reflection, she reverts to hag form (a successful DC 12 Dexterity saving throw allows her to avoid), in which case she teleports back to her boudoir in her grotto (area 9). The locals view Crabapple as a kind, benevolent leader, an eccentric soul. Blatantly attacking her brings about their wrath, as well as that of her assistant, Young Todge. They defend her, provided they are not aware she is a hag. Young Todge is an alp (Creature Codex; or substitute a shadow goblin spy with the changes noted below) who is frequently at Crabapple’s side in the form of a mangy chicken, at least when he’s not invisible and spying on the villagers. He is sometimes seen in his native form as an ugly young fey with a sneering grin who swings a pigstick at any pigs nearby. He has little loyalty to the hag but he is scared of what she might do if he doesn’t help her in a fight, so he usually does. The pair reside in Aunt Crabapple’s grotto (area 5) but may be encountered anywhere in or around the village. Creature Change. If you use the statistics for a shadow goblin in place of an alp, add the ability to cast invisibility at will.
Big Briar’s Blessings 67
68 Tales from the Shadows THE RESIDENTS One hundred and nine dark folk make up the humanoid population of this seemingly happy village. One hundred and nine pigs also live there, though counting that many pigs is never easy. A DC 15 Intelligence (Nature) check identifies the pigfolk as having a slightly porcine mien about them. Likewise, an identical check while examining or viewing the peopleswine notes they have an oddly humanoid aspect about them, as if a keen intelligence is behind their eyes. Don’t concern yourself too much about the way pigfolk behave. They are fairly human; they can speak as dark folk normally would but will likely be seen as very dull and unintelligent by the PCs. They tend to give themselves away during their leisure, especially after they have had some cider. The pigfolk use what the humans left behind last time the changeover happened but don’t have the ingenuity to grow crops, close doors, or repair things. They do understand the abundance of rotting apples hereabouts produces great amounts of cider, which they love, as it makes them giddy. They gather up the apples in a big vat (area 4) and squash them, serving up cider by the bucketload when it’s ready—which is just as the PCs arrive in town. They have worked out how to make fire and how to make an odd pottage of root vegetables, which they adore and serve in copious amounts, but never eat with any manners, restraint, or cutlery. They also sing songs (often forgetting the words) and play simple instruments, such as drums and whistles; with a successful DC 15 Wisdom (Perception) check, the PCs notice this detail or any casual observation of the locals’ curious manners and ways. The locals all have an extraordinarily good time, and, as sociable animals, love being around the PCs. But the PCs, of course, will likely want to sneak off or invent some excuse to get away even for a short time so as to investigate or chat with NPCs. A PC can extricate themself with a successful DC 12 ability check—which ability depends on what the PC wishes to attempt; each time a PC fails such a check, the DC goes up by 1 on subsequent attempts, as the locals begin to get a bit suspicious of the PCs’ actions. An Unlikely Protector None of Leer’s residents are frightened about the impending arrival of Big Briar, who is always heralded by the appearance of her trollstone. A trollstone is the same size as Big Briar and suddenly appears in town without warning. When the troll leaves, the trollstone vanishes some brief time later, though its disappearance is something no one ever pays any attention to. None of the PCs has ever heard of such a thing, but a PC who makes a successful DC 15 Intelligence (History or Nature) check knows enough about trolls to know that it is strange. The Leer villagers see the occasional gift of three pigs as an acceptable compromise for being left alone by the outside world and, in theory, are at least in some measure protected by Big Briar. If the PCs press to find out how often the troll appears, no one remembers very well when the last time was, but all feel it was a long time ago. Village Olders The village is ostensibly ruled by Aunt Crabapple, but she’s too busy to do everything, so she has the help of several Olders. The dozen or so Olders of the village— the de-facto watch and moral compass—each carry a pigstick, an object of hefty holly wood affixed with tinkling bells, pig ears, snouts, trotters, and tails. The title “Older” is a misnomer, since the age range of the Olders is oddly wide. The rather spiteful young girl Bittersweet who delights in chasing and beating pigs is an Older, but so too is Eldon Liverwort, who is so old he can take a day to rise out of bed. The Olders all Spells That Affect Animals Any spell that affects animals, including animal friendship and speak with animals, work on the pigfolk here presently (that is, the people in the village, who currently have pig minds), but not on the peopleswine (people minds inside pig bodies). Spells such as charm person work on the peopleswine but not the pigfolk. Be a bit inventive in this ruling, using it to enhance the adventure’s story rather than fixating too much on the rules. Using spells like this is risky, however, as detailed in Stranger Danger below.
Big Briar’s Blessings 69 love Crabapple—unless she reveals herself as a hag— and, although they are weak, they help her with minor tasks, one of which is detailed further below. Stranger Danger The PCs are, perhaps unknowingly, in considerable danger. Crabapple doesn’t like strangers poking their noses into the village’s affairs. She and her fellow locals like to keep this place just that—a local village for local people; they have no need of strangers. Strangers talk and might bring unwanted attention on the village. Trouble occurs if a PC: • casts speak with animals, animal friendship, or charm person to identify there is something odd going on in Leer. • threatens any villager. • shows too much interest in the pigs and starts asking awkward questions about them. • becomes aware that when a pig or local dies, a corresponding pig or local vanishes accordingly. • releases any of the succulents (area 3). Something Special. If any of these events occur, Aunt Crabapple quietly orders the Older, Mrs. Grumpleswyne (area 1), to prepare “something special”—a local, poisonous Shadow Realm mushroom called a Beauteous Slumbercap, the essence of which is very difficult to smell or taste. If PCs keep a close eye on Mrs. Grumpleswyne, they can notice her adding the mushrooms to food or beverage with a successful DC 15 Wisdom (Perception) check; closely observing Crabapple at work may also yield this information. Without such an action only a detect poison and disease spell or a DC 25 Wisdom (Perception) check can detect the slight earthy smell of the mushroom in whatever food or beverage the PCs are given. Beautiful Slumber. Grumpleswyne has enough Slumbercap essence for 12 doses. A protection from poison spell makes a PC immune to the effects, as do other types of poison protection. Unless protected, those consuming the mushroom in any way must make a DC 20 Constitution saving throw or be affected by the “beautiful slumber” when they next rest, falling into a deep sleep that only can only be ended by taking damage (at least 1 hp), or the use of a lesser restoration spell or a similar effect. Unconscious PCs are wrapped in pig scarecrows (area 3), taken quietly by the Olders to the Ravenous Troll, and gagged and bound, ready for the arrival of Big Briar, at which time the effigy is burnt. Such bindings are detailed in area 3 and in the Trollstone and the Briar Troll event, detailed further below. HELPFUL LOCALS The PCs can speak to locals about the village and its residents with a successful Charisma (Deception or Persuasion) check, but any suggestion of something going on between pigs and locals is laughed off. DC Local Talk 10 Very popular is Aunt Crabapple! A fair and reasonable matriarch whom we all love and trust, along with the Olders! And that little friend of hers, Young Todge, helps tend her miraculous stone garden up in her grotto. 15 My, but she brings us big eggs! From those special two birds of hers, her fell poultry she calls them. They must be big, and she says they’re too mean to be allowed out of her cave. 20 She keeps her favorite pig in the grotto with her always, dotes on her, they say. I hear she calls her My Little Crabapple when she thinks no one is listening. She must really love her! 1. THE PARTY FIELD Scores of old straw bales, tables, and chairs lie scattered around the periphery of a hill here, on the top of which is a massive wooden effigy of some kind. Flowers, ribbons, and food abound in the cheery space, which is thronged with smiling folk. A successful DC 12 Wisdom (Perception) check notices how battered everything is—tables, chairs, even the houses look like they haven’t been tended for many years. Mrs. Grumpleswyne, the best cook in the village, dishes up the fare from a huge table not far from the foot of the hill. This table is laden with goods, while nearby, a cauldron sits upon a roaring fire. The capable Older and cook is a good friend of Aunt Crabapple and may, in certain circumstances, lace the PCs’ food and drink with the potent local poison (see “Stranger Danger” section above). A successful DC 10 Wisdom (Perception) check notices a trio of enormous eggs—about the size of a human head— on this table, gifts from Aunt Crabapple, from her “special chickens.” See “Two Curious Clues” for information you can share with the PCs during the party.
70 Tales from the Shadows 2. THE GREAT STY AND DUCK POND A huge, battered wood fence surrounds a muddy sty fed by a duck pond near the tor. Scores of pigs wallow happily within. This is where most of the village pigs are kept, although several escape from time to time and wander about looking for food. Presently, the fence is secure and keeps in a pig formerly known as Charlock, who may be of some help to the PCs (see “Events” section below). When the PCs are investigating the sty, remember that spells that affect animals do not work on the peopleswine. The pond is fed by the waterfall adjacent to Aunt Crabapple’s Grotto (area 5); the water cascades down the tor, forming a stream that feeds into the pond. 3. THE RAVENOUS TROLL Atop the large hill at the center of the village sits an enormous, wooden effigy in the shape of some sort of leering giant with a bulbous head. A ramshackle ladder leads up to the mouth of the figure, and the mouth of the effigy has been filled with stuffed sacks wearing horrid pig masks—some kind of “pig scarecrow.” The earth surrounding the effigy shows signs of old charring. Tied by ribbons to a stone post near the base of this structure are three young pigs. The three succulents seem quite content to munch on the turnips scattered at the foot of the structure. The ribbons securing them to their posts are wrapped around more substantial pieces of rope to prevent them from running away. The ladder allows locals to easily feed the effigy—more wood or scarecrows— and are quite sound; they do not burn (perhaps they were made fire resistant by the peopleswine when they were ascendant) and should allow easy escape for any PCs who find themselves within the burning effigy (see “Events” section below). The land here is charred from previous effigies, and several giant footprints (belonging to Big Briar) exist nearby, heading away from the effigy and the village. 4. THE CIDER VAT The smell of fermentation hits you long before you see the massive stone cistern full of crushed, fermenting apples standing in a small clearing between houses. 5. AUNT CRABAPPLE’S GROTTO A rickety ladder leans up against the cliff face here and rises twenty feet to a cave opening in the face of the tor. Flecks of water from the adjacent waterfall spatter your faces as you survey the area. 6. ENTRANCE The ladder ends at a narrow shelf of rock at the entrance to the grotto, beyond which is a wide cavernous area. The entire east and south walls form a magnificent waterfall that cascades into the chamber and out through gaps in the rock down to the village below. A cave opening lies across the vast, dark pool; there is a large wooden gate there. Crabapple pulls the ladder up after her when she goes into her cave and then also uses the ladder as a bridge to get across the dark pool (area 7) to the cavern above (area 8). 7. THE PETRIFYING WELL This waterfall is crammed with slowly petrifying objects— you make out countless curiosities, from dolls to kettles, cartwheels to scissors. The petrifying well is a natural curiosity that slowly coats objects in mineral deposits. The water in the cave is cool but not deep, barely 4 feet in most places, but the floor below is slippery; PCs trying to move in the water must make a successful DC 10 Dexterity check each round or fall prone. Crabapple uses the ladder from area 6 as a makeshift bridge, fixing it to two raised stones so it lies as indicated on the map. If Crabapple is chased into this area (or hiding here), she throws the ladder into the water and leaves the gate into area 8 open, though the creatures within don’t like water much so stay there unless they hear potential prey. Treasure. Most of the petrifying objects are mundane items with no value, but among them is a very large silver candlestick engraved with the image of a skunk eating bees (worth 300 gp) and a glass lampshade covered in pictures of bugbears playing harpsicords (worth 175 gp). Both objects are partially stone-covered, and a successful DC 10 Dexterity check is required to clean them; if an object is not cleaned, or the check to clean it fails, it is worth half its listed value.
Big Briar’s Blessings 71 8. CHICKEN COOP Beyond a 5-foot-high gate with a simple latch, you see a large chamber with rough walls of natural stone, the floor of which is covered with straw and feathers, and the entire area reeks of feces and rot. Inside are a pair of enormous chickens with black and white plumage, though the white feathers are so covered in filth that the original color is like some longforgotten memory. When the creatures see you, they both make quizzical squawks then rush forward to attack. Two of Crabapple’s chickens reside here. The birds are perpetually cross and hungry, and if the gateway into area 7 is left open, they rush out to attack anything that looks or sounds edible. The creatures ignore Crabapple as she feeds them well on moles, hedgehogs, and the occasional piglet. The coop is a foul place of straw, half eaten things, and perhaps a huge egg. A ladder gives access 20 feet up to area 9. Again, a fleeing or hiding Crabapple draws the ladder up, necessitating a climb like the one at area 6. Creatures. Two of Crabapple’s Chickens. Use the statistics of terror birds (Creature Codex; or substitute griffons with the changes noted below). Creature Change. If you use the statistics for a griffon in place of a terror bird, add pack tactics but remove the fly speed. 9. A HAG’S BOUDOIR You climb up the ladder into what is a remarkably civilized space. The walls are rough and natural, as in the room below, but you see a small, rustic kitchen; a lit fireplace, before which is a fur rug; and a comfortable-looking bed. There are two side chambers; one, to the north, contains a cot, and the other, larger, chamber to the northeast has a wooden gate across it; it smells of farmyard, and you can see an enormous pig inside. This is Crabapple’s home, a very comfortable space indeed. The two side chambers are areas 10 and 11, described below. Treasure. Inside a trunk at the foot of the bed, there is a tiny three-headed mermaid in a glass jar (worth 150 gp), and the central mermaid in the jar wears an incredibly dirty ring of feather falling around her neck. Also in the trunk, within an old leather glove, is a very fine opal (worth 1,500 gp). The rug in front of the fireplace is the fur of a dire wolf (worth 100 gp). In a very well-hidden recess just above the bed (requiring a successful DC 20 Wisdom [Perception] or Intelligence [Investigation] check to locate) is the Horrid Fetish. The Horrid Fetish. The fetish is a revolting, leathery thing that looks a bit like a child’s doll, but with a bloated, leering face surrounded by thick matted hair, which sits atop a long, thin bone onto which are carved a series of runes. Flaccid arms and legs made of hair dangle preposterously at its side. The entire foul object is very brittle and flammable. The runes are very difficult to read and initially make no sense. However, a PC making a successful DC 12 Intelligence check notices the runes are stylized and reversed. Holding them before a mirror, or transcribing them in reverse, allows the words to be read: We curse you foul sister to forever wallow with swine for your sloth we twist you now our miseries shall be thine shift from woman to beast and when you can no longer abide burn this, the curse shall cease but remember the cost of pride If the fetish is burned (which it does easily) Aunt Crabapple and her pig burn with it, immolating entirely in 3 rounds, leaving behind an unpleasant smell of sweat and roast pork. See Concluding the Adventure for more information. Angry Locals At various stages in the adventure, the PCs may anger the locals. The local mob is not a great fighting unit, but merely a group of angry commoners armed variously with clubs, pitchforks, and things they can throw like rocks or knives. This mob acts like a bar brawl (see appendix), but without the liquid courage ability. Unless PCs stipulate that they are not using lethal attacks, when the brawl reaches 0 hp, the battle results in 1d4 + 1 locals dead, and, out of sight, a similar number of pigs squeal and vanish, never to be seen again. The mob, once overpowered, are unable to form a coherent force again for the remainder of the adventure but still interact as NPCs (e.g., to shout disapproval, etc.). If any of the villagers are harmed, any future social interaction ability check with any local is made with disadvantage.
72 Tales from the Shadows 10. YOUNG TODGE’S COT A foul-smelling, very unpleasant cot fills this tiny space. The cot is decorated with an upsetting array of daisy chains comprised of the tails of cats, mole paws, dead starlings, and piglet tails. Young Todge often sulks here thinking up cruel things to do and wishing he had a friend. 11. PIGPEN This chamber is full of straw, and an enormous pig lies within; the beast looks as if it could easily weigh more than a thousand pounds and is nearly six feet from snout to tail. Unlike the chicken coop, which was full of filth and rot, this pen is quite tidy and clearly well-cared for. The pig looks up at you curiously, tilting its head and wagging its tail. The pig—Crabapple’s pig alter ego—was brought here as a piglet and now nearly fills the entire chamber. She is not aggressive; in fact, she’s quite a happy pig. Her statistics are those of a giant boar, but she won’t attack unless she is attacked first. If Crabapple the hag dies, a new iteration of her appears here in its place—fully formed as an adult—and the whole sorry cycle begins again, with a new Crabapple pig appearing somewhere in the village soon after. Two Curious Clues Allow the PCs to learn the following during the party, to help them unravel the secret in Leer. THE OLD SOW THAT REMEMBERS The last time Aunt Crabapple was a person, she took a shine to a young girl called Charlock. Crabapple used to bounce young Charlock on her knee and tell her stories about the wicked sisters she had and how they cursed her. She even went so far as to let the child play with the Horrid Fetish the curse was bound to (see area 9). But Charlock was not so young and quite smart—she had read the odd words on the Horrid Fetish. She was too scared of Aunt Crabapple to say or do anything, but those tales and the object seared themselves into her memory. Not long after this, Aunt Crabapple fell off her ladder and broke her neck, and everyone switched. Charlock’s memory is strong, however, and even her peopleswine self remembers being bounced on Crabapple’s knee and reading the words on the fetish. And though she doesn’t understand the words, she recalls their meaning—that if the fetish is destroyed the village curse is lifted. The problem, of course, is that Charlock is now an old pig in the Great Sty (area 2) and though she really wants to tell the strangers in town what she knows, her thoughts—like those of all the peopleswine—are jumbled in her head, and she can’t talk. Give the PCs three chances during the party to spot Charlock squealing at them or scratching on a fence, staring straight at them. A successful DC 15 Wisdom (Perception) check notices her; lower the DC to 12 if the PCs spend time looking around the Great Sty. Approaching Charlock. If approached, it is clear to a PC who makes a successful DC 12 Intelligence (Nature) or Wisdom (Animal Handling) check that she is afraid. She’s also a pig, so the only way she can communicate with PCs is by drawing something with her trotters. She needs 3 rounds to draw each of the two objects below, but the PCs are interrupted on both occasions by a curious local who wanders over. Unless distracted—via a successful DC 12 Charisma check, by magic, or with superb or hilarious roleplay—the local sees something odd happening, jumps the fence, kicks the pig, and scuffs the drawing. Aunt Crabapple is subsequently told, and not long after, poor Charlock gets some juicy turnips laced with Beauteous Slumbercap. She falls asleep and remains so for the rest of the adventure . . . at least until she becomes bacon 24 hours later; Crabapple does love the occasional naughty treat. The two drawings are not easy to make out—you might even crudely want to do the drawings wrong handed for fun—the first is a ladder (leading to area 5), the second is what might be a child’s head on a stick but is actually the Horrid Fetish (area 9). THREE LITTLE GIRLS For three little girls, the impending gift-giving celebration is really, really scary. That horrible boy Dropwort has been telling them that every time a pig dies someone in the village vanishes. And with the three succulents this season being all little sows, he’s told the three girls—Poppy, Woodra, and Raspberry— that when the sows are eaten, the girls will vanish too. The girls are too frightened to ask the grownups, but they’re wondering if maybe the kind strangers in town might know. However, they know that talking to strangers is a bad thing to do. They toy with the idea of freeing the succulents, too, but they know they would get into terrible trouble if found out.
Big Briar’s Blessings 73 The girls hang around the succulents, desperately thinking of a way to set them free. If the PCs watch the succulents, give them two chances in the evening to spot the girls fretting; a successful DC 15 Wisdom (Perception) is required to notice. Talking to the Three Girls. The girls each have a passive Perception of 10, and, unless the PCs sneak up on them, they try to flee, resulting in a simple chase; any PC who succeeds on a DC 10 Dexterity check can catch them. If PCs catch them or surprise them, the girls squeal and a grownup arrives to investigate soon after. Because of this, the PCs only have time to attempt a single DC 12 Charisma (Persuasion) check to get the story from the children. Soon after the check, a grownup arrives, looks suspiciously at the PCs, and leads the girls away. If any of the PCs have a cute animal for a familiar or a cute animal companion (or perhaps are themselves a race that is animal-like, such as catfolk or bearfolk), the girls don’t run away at all; two of them make to run, but one of them—Poppy—wants to pet the fur of the familiar, companion, or PC. If the PCs allow it, the girls all stay, allowing the PCs two attempts (as described above) to get the story before adults arrive and take the girls away. Events The events detailed below occur in the order presented. MERRYMAKING Upon first arriving in town, the PCs are led to Aunt Crabapple, who greets them warmly, offers them many blessings and asks them to join in the festivities, which begin with music. The PCs mustn’t mind their strange country ways, she adds, apologizing for any odd behavior they might see, adding that our folk are set in their ways and have no desire for trouble. The locals are incredibly sociable, squealing and cavorting delightedly as the music starts, with bowls of pottage being passed around and the cider continuously flowing. The PCs are pulled into dances or are asked to sing or to play music. Any PC that succeeds on a DC 10 skill check or impresses with their enthusiasm are rewarded with kisses and delighted squeals of laughter and encouraged for more. Those who fail attract well-meaning playful laughter, but no kisses. Ensure each PC makes a skill check and takes part during the merrymaking. GAMES AND PLAY AND FOOD AND DRINK Allow the PCs to play games of chance with the locals throughout the party, perhaps simple throwing or eating games, with DC 12 checks. Ensure the PCs are kept in the thick of things so they are forced to sneak off if they wish to dig deeper. . . . THE GREAT DANCE Drums, whistles, and pipes are suddenly gathered and a great ruckus starts up. Everyone gets up for the Great Dance. The PCs are grabbed and hurled into the fray by snorting locals. The dance is mad, dizzying, and seemingly endless. Unless PCs escape—by making either a DC 12 Dexterity saving throw or a Charisma (Performance) check if proficient in that skill—they are dizzily thrown about, jigged, and bounced until they must succeed on a DC 12 Constitution saving throw or suffer 1 level of exhaustion. Whether they become exhausted or not, the locals insist on a second dance with similar checks and penalties, before the locals all finally drop, laughing. THE WALLOW The dance goes on until the pigs drop, wallowing and happy, at which point their piggishness may be easier to spot. Cider is gulped down, jokes are told, tongues are loose. At this stage, PCs making a DC 10 Charisma (Deception or Persuasion) check may learn something they have missed—perhaps a laughing local sings about the absence of mirrors, or Crabapple’s poultry, or lets slip some other useful titbit. The pigs’ wallowing eventually transitions into sleep, and eventually the party field is covered in snoring locals. It’s at this time that Crabapple and the Olders move to poison any sleeping PCs. . . . THE TROLLSTONE AND BIG BRIAR (AREA 12) The trollstone appears just before dawn. It stands nearly nine feet high, and once it appears the locals immediately start decorating it with flowers. Not long after, the Ravenous Troll effigy is lit by Crabapple, with great aplomb and with copious thanks for the coming Blessings. The Briar Troll arrives almost immediately once the fire is lit, and the locals back away, smiling, as the troll moves to inspect the succulents. Big Briar is similar in appearance to a standard troll, but her greenish-brown skin is covered in brambly thorns and briars.
74 Tales from the Shadows Any PCs within the Ravenous Troll each take 1 point of fire damage and therefore awaken. Pigs are not very good with knots. Any bound and gagged PCs can readily escape the thick ropes used to bind them in 3 rounds with a successful DC 10 Dexterity check, a DC 15 check accomplishes the same feat in 2 rounds, and a DC 20 in a single round. Each round the PCs are within the burning effigy they must make a successful DC 15 Dexterity saving throw or take 7 (2d6) fire damage. The locals scream if they see the poor strangers burning, but Crabapple and the Olders keep them back shouting, “It’s too dangerous to help those poor people. What if Big Briar put them there deliberately!” If left alone, Big Briar examines the succulents, eats one immediately, and drags the other two away, both pigs squealing desperately. The troll then leaves the village. If attacked, she attacks back, with Crabapple shouting at the villagers: “Defend the troll! Or the Blessings will be ruined!” If the villagers remain loyal to Crabapple, they help the troll as a mob (see the “Angry Locals” sidebar) but are wary of her briars. The troll is an unthinking brute and fights until dead. If the troll is slain, the locals jeer and spit at the PCs, horribly afraid of what will happen now that their benefactor is gone. Crabapple spits a reconfiguring curse at a PC, shouting at them, “Leave this village or face the consequences!” If attacked, she flees to her grotto. If she is unable to flee, she attempts to get away from the crowd so she can show her true face; whether she can or not, she fights to the death. If at any point the PCs unmask Crabapple as a hag to the locals, the villagers may be convinced with a DC 12 Charisma (Persuasion) check that the troll is evil and must be slain; if successful, the villagers help the PCs as a mob (see “Angry Locals” sidebar); otherwise they simply stand back aghast at events. Concluding the Adventure Depending on which choices the PCs make, the conclusion may play out in either of the ways described below. AUNT CRABAPPLE DIES ONCE Crabapple’s death switches the locals: Pigs wallow in clothes, and locals rush off to grab them and cover their suddenly unclothed bodies. They are confused for a time, but soon after the switch, Aunt Crabapple—who has appeared anew, bright and naked, in her boudoir—calls out to them, “All is well! All is well! Aunt Crabapple is here.” The new Crabapple remembers nothing of PCs or other recent events at first, but will soon enough. . . . BOTH AUNT CRABAPPLES DIE If the PCs burn the Horrid Fetish or kill both Crabapples within a reasonable amount of time (5 or 10 minutes), the curse is lifted. Again, the switch occurs, but this time the locals remember everything. A great party—even larger than the Blessings party—is held that night, with the PCs as the guests of honor again, but this time there is no danger. The villagers have no money to speak of, but the residents might recall a cache of magical goods hidden nearby and reward the PCs with them.
ADVENTURE BACKGROUND In the Whispering Plains, far to the North of Corremel, lies a range of rocky hills known as the Paletree Rise. Travellers avoid the monster-infested hills, where manticores hunt, shadows dance, and strange trumpeting cries rise at dusk. The scholars of the Shuttered Tower know few of the hills’ secrets. But the cloistered scholars, whose home sits at the border of the Queen’s Wood and the Whispering Plains, have recovered a manuscript in nearby ruins that suggests a great treasure is buried somewhere in Paletree Rise. A long-forgotten monarch (referred to in the manuscript only as “the banished Queen”) commissioned a vault to be dug in secret, where it is said she buried ingots of magical steel made in cold forges in a place of great power. What arms might be made from this metal haunt the dreams of smiths across the Shadow Realm and beyond. The manuscript’s final pages refer to two magic lanterns being placed within Paletree Rise. Should the lanterns be lit, a trail will appear to whomever it be that illuminates them, guiding them toward the Banished Queen’s hidden vault. Deceiver. Several weeks ago, while studying a series of letters exchanged between long-dead sorcerers, Scholar Friedel was suddenly taken with the urge to write. Friedel believes the source of this inspiration was the dark will of the Shadow Grimoire (see appendix), believing it found a way to access the scholar’s mind through this correspondence. Friedel now wishes to gain the favor the “grimoire’s” patron, the powerful “Banished Queen.” The “grimoire” has convinced him that the Queen will provide him a position in her court when she returns from her exile—if he can keep her pet, c’Naazo, fed, where it resides in its lair in the hills of Paletree Rise. Friedel faked a manuscript describing the “treasure vault” and has concocted a plan to convince heroes to willingly explore c’Naazo’s lair under false pretenses; with their inevitable deaths, Friedel thinks his place in the Banished Queen’s court is all but assured. Burial Mound. The hills are a cursed burial mound for a nameless titan from a long-forgotten age. The hills follow the contour of the titan’s body, its hideous shape only visible from high, high above. While in the hills, the PCs’ sleep is troubled by the titan’s curse, and the truth of the place is revealed in their dreams. Giant Hand. The tree that sits atop the highest hill in Paletree Rise is not a tree at all; it is an enormous, clawed, skeletal hand that rises from the dirt, reaching inexorably toward the dark skies above. The Banished Queen and c’Naazo. When she still walked the Shadow Realm, the Banished Queen was drawn to Paletree Rise, where she discovered the presence of the titan beneath the sands. As she sought the source of the curse and the region’s magical power, she encountered c’Naazo, the remains of the titan’s hand brought to a mockery of life by strange, ineffable magic. Rather than destroy the creature, she befriended it, offering it sacrifices from her dwindling court. In return, the aberration connected the Queen to the magic of the titan and the dark knowledge buried in its skull under the hills. The Queen became fond of the aberration and placed the lanterns to guide her minions to its lair if the need ever arose. The Lost Treasure of Paletree Rise AN ADVENTURE FOR 4–5 CHARACTERS OF 5TH LEVEL The Lost Treasure of Paletree Rise 75
76 Tales from the Shadows ADVENTURE HOOKS Either of the following hooks can be used to draw the characters into the adventure. Reward for Lost Book. The PCs discover a tome of treatises about Melgros. A stamp on the last page of the book declares it to be the property of The Shuttered Tower. A small note on the inside cover declares the book property of The Shuttered Toward and promises that if this book is lost and then returned to the Tower, a “generous reward will be provided.” It provides directions to a shadow road leading to the tower. PCs returning the book are given 100 gp and are introduced to Scholar Friedel, who needs adventurers to explore Paletree Rise. Shadowy Meeting. While the PCs are in a city on unrelated business, a minion (shadow) of the Shuttered Tower implores the party to meet with Scholar Friedel. If they agree, they are given a key made of pressed shadowstuff that opens the tower’s heavy doors. Friedel greets them on their arrival with an offer of adventure in Paletree Rise. The Titan’s Curse The nameless titan whose body lies under the hills of Paletree Rise has cursed the region. PCs with the ability to cast spells sense a magical presence as soon as they step within 100 yards of the place. Any spellcasting PC can make Intelligence (Arcana) checks to attempt to learn the effects of the curse. Use the “Curse Effects” table to determine what the PCs learn: CURSE EFFECTS DC Information Learned or Known 5–9 Sleep will be troubled here. 10–14 The hills are cursed and spending too long here is dangerous. 15–19 The source of the curse is a powerful and ancient creature. 20 The creature who cursed the hills is dead but lives inside the dreams of those who sleep within its bounds. Troubled. Creatures taking a long rest within the limits of Paletree Rise must make a DC 13 Wisdom saving throw; on a failure, the creature cannot gain any of the benefits of a long rest until after the next dawn. The DC of this saving throw increases by 1 each time the creature attempts a long rest inside the hills. Nightmare. The first time the PCs attempt a long rest inside Paletree Rise, they each experience the following nightmare: Your breath leaves your body as you are forcefully thrown into the air. Cold wind pierces your clothing and armor as you rise, drawing the heat from your bones. You look down to see the undulations of Paletree Rise, the hills rippling like water before you. Higher still you climb, until the shape of the land below offers up a dreadful vision. You see a titanic corpse, its many limbs stretching out in all directions, its long skull turned to face the east. The body’s contours form the shape of the hills themselves. Once you grasp the nature of the hills, you awaken with a start. Scholar Friedel A stooped man of indeterminate age stands before you in thin, slate-colored robes. His face is half hidden in the shadows of a hood, whose trim is interwoven with moon-white thread. A wispy beard catches the light of a nearby sconce. The man leans heavily on a wooden staff, his arthritic fingers wrapped around the dry limb-like claws. Friedel (NE umbral human mage) is a senior scholar in the Order of the Shuttered Tower. He spends most of his time alone among the tomes and scrolls. He is abrupt, awkward, and easily startled. Friedel looks to be in his seventieth year but seems hale and spry. THE LIE Friedel tells the PCs the following lie: In those hills on the Whispering Plain, a great treasure is buried. Not gold, nor silver, nor the antiquities of history’s heroes—no; I have found reference, in a newly rediscovered ancient manuscript, to a store of magical steel ingots, whose Adjusting the Curse For PCs whose class relies on long rests to remain effective and fun, feel free to adjust the curse so that, instead of preventing a PC from gaining the benefits of a long rest, it halves the number of spell slots or uses of class resources. If the party is struggling, you may also limit the effects of the curse further. The curse is intended to make staying in the hills unpleasant, but the adventure should still be fun for everyone.
The Lost Treasure of Paletree Rise 77 properties are far too numerous to list. I have secured buyers for these ingots should we recover them! A fortune awaits us! Friedel provides the following falsehoods as facts: • The vault containing the ingots is hidden and can only be found through magical means. • The vault’s builder, a forgotten noble, had two lanterns placed within the hills of Paletree Rise. Should the lanterns be lit, their magic is released, and a path to the vault is revealed. • If the party retrieves the ingots and returns them to Friedel, he will pay them 5,000 gp. As further incentive to returning the ingots to him, the scholar also offers a collection of onyx figurines carved to depict warriors in battle (worth 1,000 gp). THE TRUTH Friedel has researched the Shadow Grimoire for many years, and his desire to possess the tome has made him lose his grip on reality. Through accumulated fragments of knowledge, he has convinced himself the grimoire is speaking to him, but it’s actually just him slowly going insane. Scholar Friedel communicates with the “grimoire” via ink and paper. He writes his questions using a magical quill, and he believes the tome guides his hand to write a response. In this way, Friedel and the “grimoire” have concocted a plan to feed c’Naazo. What the scholar wants most is to please the “grimoire”. He imagines serving the Banished Queen as an advisor and scholar. Feeding the queen’s pet, he thinks, is a sure way to accomplish this goal. The scholar does not know of the Titan’s Curse, or even the fact that the hills are formed upon the remains of the titan. He also does not know who or what the Banished Queen is; he’s simply doing what he believes is the bidding of the Shadow Grimoire. Friedel follows the party throughout the adventure, using a ring of invisibility to remain hidden. It is the scholar who seals the party into the lair of c’Naazo once they have entered it. Friedel provides a map to the two lanterns if the party agrees to the work. THE SCHOLAR’S MAP The map provided by scholar Friedel is crude but serves its purpose. It shows two locations in the hills of Paletree Rise, and the PCs are free to explore them in any order. The first location, marked “The Well,” is at the bottom of a valley in the northern reaches of the hills. The other location, marked “The Lodge,” is atop a hill in the west. The southern edge of Paletree Rise is fifteen miles north of the Shuttered Tower. The map can be used by any PC to navigate to the location without skill checks. The Lie Must Remain The PCs might be suspicious of the offer and may attempt to discern the trustworthiness of Scholar Friedel. They may employ skills or magic (detect thoughts, for example) to catch the NPC in a lie. Under the influence of the Shadow Grimoire, the scholar is magically shielded from such intrusive spells. A successful DC 20 Wisdom (Insight) check may reveal that the scholar is keeping some information back, but the PCs are unable to detect any malevolent intentions. You might wish to allow the PCs—perhaps with a successful DC 20 Wisdom (Perception) check—to get a sense that someone is following them, but scholar Friedel should be allowed to shadow the party without being caught.
78 Tales from the Shadows The Trail to Paletree Rise The trail to Paletree Rise winds through the plains, and, as you walk, the white grass sways, serpent-like, though the air is still. On the distant horizon, the jagged peaks of the Mistcall Mountains claw at the soot-colored sky. Here and there along the trail, small patches of shrubs grow. Their leaves are sparse, and flightless birds dart between them, their button-eyes watching as you go. Having accepted Friedel’s map and its related quest, the PCs must ride fifteen miles north of the Shuttered Tower to begin their search. PEPPER TRADERS Ahead, you see three riders pulling a rickety cart overburdened with wooden barrels. Two women and one man, human, all similarly middle-aged, ride toward you on tired horses. The woman’s hair is folded into braids tight against her scalp, stretching the skin of her forehead taut against her skull. Her face is sharp and severe with dark circles ringing dull gray eyes. One of the men is broad and boasts a large red beard and flattened nose. The reins of his horse are comically small in his ham-sized fist. The last man is clean-shaven and attractive, dressed in velvet finery soiled by the road. He grins at you as the trio approaches. On the trail, the PCs encounter three traders heading toward Corremel. The traders come from Wormwood and have followed the trail running through the Whispering Plains for several days. The severe-looking woman is named Netha (N umbral human thug); she handles the money-related dealings for the trio. She offers few words and seems antsy to move on. The large man is named Yorgen (CN umbral human berserker), and he serves as the group’s muscle. He keeps a wary eye on the PCs but is not unfriendly. The smiling man was once named Orville but has been replaced by a doppelganger who killed Orville in his sleep and took his place to enter Corremel; Netha and Yorgen suspect nothing of him. Trade. The traders’ cart contains a load of black pepper (worth 500 gp). The pepper is mundane and of a high quality. The barrels bear the mark of the Ash Crow trading company, a stylized outline of a crow within a triangle. The Doppelganger. The monster plays the part of a charismatic leader very well. He is friendly and greets the PCs with a smile. PCs with a passive Perception of 14 or higher note something is amiss with the man but can’t quite articulate why. With a successful DC 16 Wisdom (Insight or Perception) check, a PC can determine that Orville’s demeanor and movements are unnatural. Orville uses his innate ability to read thoughts while conversing with the PCs, and if he suspects they are going to reveal him, he claims they are robbers and attacks. Netha and Yorgen will defend “Orville” if he is attacked but quickly turn on him if the doppelganger’s form is revealed through combat or other means. How Fares the Road. If conversation is friendly, the traders warn the party they were followed by wolves—or perhaps something worse—for several miles. They did not catch good sight of the beasts, but Yorgen saw a canine form loping in the whispering grass nearby. Of Paletree Rise, the trio know nothing. Netha suggests the place is best avoided but offers little to back up her claim. PAINTED STONES To the right of the trail, you spy a flash of color in the grass. You discern a cluster of stones, each no bigger than a plum, sitting piled one atop the other. The stones are painted in several colors, and even from a distance you can see the paint looks fresh. Scattered throughout the Whispering Plains are clusters of painted stones (see appendix). These ubiquitous artifacts come in eight colors: puce, indigo, violet, slate, mustard, juniper, umber, and bone. The stones were once members of a fey court, now fallen from memory, who were betrayed by their King—sacrificed in a plot only the stars can recall. The King, cursed for his murderous treachery, now stalks the Whispering Plains, collecting the stones in his clawed hands. However, his work is never done, as each night while he rests, the stones tumble away from him and escape. And so, this strange cycle has continued for an age. Over time, the King has grown more and more monstrous, his despair twisting his body into an aberration. The PCs discover a pile of these stones (one of each color) while travelling to Paletree Rise. If they keep one or more of the stones, the Painted King (see appendix) comes to collect them during their travels in the area. The King stalks the PCs and waits for the opportunity to surprise them, complicating their rest, or adding himself to an ongoing battle. The King abandons combat if the stones are offered to him, though he has no mind with which to bargain or reason. The King comes to collect the stones even if they have lost their magic.
The Lost Treasure of Paletree Rise 79 Arriving at Paletree Rise You see a range of hills before you. The grass becomes sparser there, giving way to great boulders churned up from below in quakes from another age. Paletree Rise is a cursed place generally avoided by beasts and inhabited by creatures accustomed to the lingering evil below the ground. In addition to the previously detailed curse, the following hardships await those who travel through the hills. Foul Springs. The few pools of water in the hills are fouled by the remains of the titan, whose marrow pollutes and corrupts. The water is undrinkable to all creatures except aberrations and monstrosities. A creature who drinks the water and who is not an aberration or a monstrosity must succeed a DC 18 Constitution saving throw or be poisoned for 24 hours. A successful saving throw only prevents the creature from becoming poisoned; it does not allow it to gain the benefits of drinking water. Creatures. A pride of 3 manticores serves as the region’s apex predators. Under the roaring direction of the battle-scarred Akresh (manticore with 85 hp), the monsters control the skies and keep their lair in the ruins of a keep in the south of the hills. If the PCs are not attempting to move stealthily, they are easily spotted by the manticores; if they are moving stealthily, the manticores only fail to spot them if the PCs make a successful DC 18 group Dexterity (Stealth) check. If the PCs are spotted, the manticores attack, eager to bring Akresh fresh meat. The abandoned cargo and goods of countless traders sits unaccounted for in Akresh’s foul lair. The Overflowing Well Arriving at the bottom of the valley, you see an area cleared of stones and stunted shrubs. Scattered at the edge of the clearing are the stone foundations of small buildings long ago crumbled to ruin. In the middle of the clearing is an unadorned stone brick well—its wooden cover long ago rotted and crumbled away. From the well’s mouth, a steady stream of dust pours onto the surrounding ground. The well was constructed by a small community of goblins who sought to establish themselves in the Paletree Rise hills. Despite their unrefined construction techniques, the goblins managed to cobble together the beginnings of a small village using stone, mud, and what little plant fiber the region provided. The well was dug where a pool formed from a now-dried-up aquifer that was tainted by the bones of the titan below. Over time, the goblins grew sick and developed strange and fatal diseases. The shaman of the community (the last one alive) threw the villager’s remains into the well and fled the hills. Centuries ago, the Banished Queen had one of the lanterns hidden in the dry cave below the well. AMONGST THE STONES The remains of the goblin village—now little more than rubble—form a circle 30 feet from the well. Only the vaguest shapes of walls remain. Creatures. A colony of gricks (with the changes noted below) has established itself in the stones here, feasting on the insects and animals using the valley as a path through the hills. The colony’s population is three, plus one grick for each party member beyond four. Creature Change. The gricks have been altered by the corrupting presence of the titan; their beak attack is replaced by the following: Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage and 1 poison damage. Creatures who take poison damage from this attack are blinded until the end of their next turn. Treasure. Any PC searching the rubble finds 150 sp scattered throughout. A successful DC 13 Wisdom (Perception) check reveals a tattered leather apron with a pouch containing a crude but usable set of mason’s tools. The kit’s chisel, made of grick beak, is a Goblin Chisel (see appendix). Traveling from Site to Site The three sites of this adventure (the Well, the Lodge, and the Lair of c’Naazo) are roughly six miles from one another. The PCs should be able to travel to all three locales within a day. If you intend for the PCs to spend several days in Paletree Rise, be mindful of the stacking effect of the curse when planning encounters.
80 Tales from the Shadows WELL MOUTH The air around the well is dry and choking. The closer you get, the tighter your throat and chest become. The well expels a flume of choking dust rising from the caves below. The well’s opening is large enough to accommodate the passage of a Medium creature without squeezing. The well descends 20 feet into the ground. The sides of the well’s walls are easily climbed and offer many hand- and footholds. The Dust. The dust rises from below and spills out around the well in a 10-foot-radius sphere. The dust also fills the well itself and area 1 below. Creatures who breathe while in the radius of the dust must succeed on a DC 14 Constitution saving throw each minute or be poisoned until they leave the area. Succeeding on this saving throw renders the creature immune to this effect for 24 hours. The dust rises from a magical pool in area 1. Using dispel magic on the pool is the only permanent way to stop the dust from flowing upward. Spells that normally affect natural dust, like gust of wind, affect the dust normally. BELOW THE WELL The small cave system at the bottom of the well is entirely dark, and all passages connecting the caves require Medium or larger creatures to squeeze to get through. The bones of the afflicted goblins, thrown down the well by their shaman upon their deaths, lie scattered throughout the Hacking Pool (area 1). A creature with a passive Perception of 14 or higher who descends the shaft of the well notices traces of a foul, black, tarry substance on the rock walls. This is the residue of a black pudding that lairs in crevasses and hollows of the well shaft. 1: THE HACKING POOL This oval-shaped natural cavern once hosted a pool of water. It is now the source of the magical dust which fills this area, the well shaft, and the area around the well above ground.
The Lost Treasure of Paletree Rise 81 Pool of Dust. The pool is six feet deep and is magically enchanted to produce the poisonous dust. The magic of the pool can be permanently dispelled with a dispel magic spell. Creatures. The black pudding emerges and falls onto any creature foolish enough to stand below the well’s opening. It attacks from hiding, surprising any creatures (passive Perception of 18 or better notices the pudding) arriving via the well in area 1. 2: THE EXTINGUISHING CAVERN Passing through the narrow opening to the north, you emerge into a wide cavern. The walls here are covered in sharply drawn words and symbols. Hanging from an oily chain affixed to the low ceiling is an iron lantern, unlit and swaying slightly in the still air. This cavern contains one of the lanterns left centuries ago by the Banished Queen, the magic of which shows the way to c’Naazo’s lair. Dark Script. The writing on the wall is a powerful spell trap written in a forgotten language known as Old Umbral. Any PC with the ability to cast 1st-level sorcerer or wizard spells automatically discerns the dangerous nature of the writing. If a PC can read the writing through magical means, they learn the writing’s trap triggers if the lantern is lit, though what the nature of the trap is remains a mystery. The trap functions as an 8th-level spell and can be dispelled using dispel magic. A PC who lights the lantern immediately suffers the effects of the maze spell for 10 minutes or until they escape. Lighting the Lantern. The lantern may be lit using conventional or magical means. Once it is lit, it hovers in the air and a shadowy tendril forms and streaks off into the sky. If the matching lantern at the Hunting Lodge has been previously lit, the tendril stretches out to the entrance of c’Naazo’s lair. Otherwise, it rises into the air beyond sight. The moment the lantern is lit, the following additional things occur: • The dark script trap triggers. • All sources of light, both magical and mundane, are extinguished. • The bones of the goblins in area 1 assemble into 3 ghasts (plus one ghast for each PC beyond four) that attack the party. Treasure. In the northwest corner of this chamber, there is a large amount of spell components (250 gp worth) in an old but well-made wooden coffer. The Hunting Lodge Built on the flat top of a gently sloping hill, a stone and wood lodge sits surrounded by crumbling outbuildings and patches of thistle-bound shrubs. The front door is missing, but the cabin is otherwise mostly intact. The thatch roof has all but disintegrated. The derelict hunting lodge was built as a business venture by gnome brothers. Secreting their wealthy patrons along a short stretch of shadow road, the brothers promised rare and dangerous hunting for a discerning clientele. The monsters of the region had little patience for the gnomes’ endeavors, however, and the lodge was quickly abandoned. The place is infested with evil spirits drawn to the magic of the Banished Queen’s lantern, which sits in the soot and dust of the lodge’s cold hearth. A successful DC 15 Intelligence (History) check—made with advantage if the PC is proficient with carpenter’s tools—can determine the lantern seems to predate the lodge. Ironically, the immediate region around the lodge serves as the hunting ground for a monstrous elephantine creature and its spawn. The ground around the lodge and outbuildings contains obvious tracks; the creature and its smaller spawn have well trampled this area. A successful DC 12 Intelligence (Nature) or Wisdom (Survival) check suggests the tracks were made by 4 four-legged beasts of an elephantine nature. One set of tracks is significantly larger than the others. (See the “The Lodge” section.) The Outbuildings These small shacks might once have served as skinning rooms and storehouses for the lodge’s hunting endeavors. They now sit broken, exposed, and empty. Journal Fragment. Buried under a few stones is a nearly destroyed leather-bound journal. The book is found by any PC who searches the buildings. It belonged to a client of the lodge who perished at the hands of Mahrax many decades ago. Flipping through the journal reveals an intact page with a crude drawing of a horrid, tusked creature crushing humanoids under its large feat. The words “we are now the prey” are scrawled in the gnomish script under the drawing. Treasure. A PC who is actively searching and succeeds on a DC 14 Wisdom (Perception) or Intelligence (Investigation) check discovers a pile of
82 Tales from the Shadows strange leathers hidden in the rubble. The leather is made from the hides of the few monsters the hunters managed to slay before being driven off. A creature proficient with leatherworker’s tools can attempt to add the leather to any suit of light or medium armor. A successful DC 10 Dexterity check made using leatherworker’s tools results in the armor receiving a +1 non-magical bonus to its armor class. A failed check results in the leather rendered ruined and worthless. Unworked, the leather is worth 200 gp. The Lodge The interior of the lodge consists of a foyer, a central chamber with a stone hearth, and four small sleeping chambers. The furnishings and decor have been ravaged by weather and time. Something glints dully in the black recess of the hearth. Spirits in the Lodge. The site of the lodge is infested with shadows who emerge from the corners and attack any living creature present. The unhappy souls are the victims of the mammoth of Paletree Rise, Mahrax, who begins its approach of the lodge as soon as any combat begins. Creatures. There are five shadows (plus one shadow for each PC beyond four) dwelling here. The Cold Hearth. The Banished Queen’s lantern sits in the hearth, waiting to be lit. The lantern may be lit using conventional or magical means. Once the lantern is lit, it hovers in the air and a shadowy tendril forms and streaks off into the sky. If the matching lantern at the Overflowing Well has been previously lit, the tendril stretches out to the entrance of c’Naazo’s lair. Otherwise, it rises into the air beyond sight. The Trumpeting of Mahrax. During the battle with the shadows, the party hears Mahrax approaching. A great trumpeting sounds in the distance, drawing closer as the shadows are defeated. Creatures.The mammoth of Paletree Rise appears when the final shadow falls. Mahrax (use mammoth
The Lost Treasure of Paletree Rise 83 aberration with a chitinous, crab-like shell and three long, segmented, chitin-covered tentacles. Its legs and tentacles are bone white with flecks of phosphorescent green. Its shell, which has a large and obvious fracture in it, is midnight black with phosphorescent green striations running over its surface. The ancient horror takes little time to begin its attack, and it fights to the death. Lingering Syllables. The words c’Naazo uttered are in Void Speech and translate roughly as, “Bleeding wounds soak hungry stone,” and its speech seems to have a deleterious effect on reality. On initiative 20 (losing all ties), one syllable from c’Naazo’s utterance returns as a sonic assault. Any creature inside the lair who can hear the syllable that is concentrating on a spell must succeed on a DC 10 Constitution saving throw or lose concentration. statistics with the phase spider’s Ethereal Jaunt ability) appears directly beside a PC using his phasing ability. Mahrax’s three spawn both look almost exactly like him but are the size of (and use the statistics of) a boar; the 3 spawn all appear next to another PC in the same manner as Mahrax. Mahrax and his spawn can fit in the lodge proper—and can move freely through its walls, destroying them in the process. The Pale Tree Having followed the churning tendril of shadow, you climb a steep rise and arrive near a pale-barked tree reaching toward the sky. Approaching the tree, you soon discern the limbs and trunk are in fact the bony segments of an enormous, skeletal hand; it points to a spot on the horizon. But the tendril of shadow delves into an opening near the wrist of the hand. The party has arrived at the “vault” described by Friedel. The scholar is hidden nearby, waiting for the party to enter c’Naazo’s lair. He plans to use a scroll of shatter to seal the entrance behind them. THE SLOPING STAIRCASE A tunnel descends before you, the variable height and shape of its steps challenging your balance. The air here stings the nose and turns the stomach. The smell is emanating from the poisonous body of the aberration c’Naazo sleeping below. The tunnel narrows occasionally, forcing Medium creatures to squeeze for short stretches. A faint clattering sound can be heard in the depths of the lair. THE LAIR OF C’NAAZO You emerge into a great cavern. No trace of workmanship is found in the rough walls and floor of this place. No locked door stands before you. The shadow tendril evaporates as you reach the chamber. As you briefly take in the features of the cave, a booming, menacing voice sounds from a stony recess nearby and to the east of the entry tunnel—"DALDAR DARATH AJGAR OMOOKOM,” it says. From behind you, up the tunnel, you hear a sudden loud ringing noise and then the sound of stone shattering and collapsing into the tunnel. C’ Naazo the Devourer. C’Naazo (see appendix) appears from its resting place and skitters forward into the chamber. It is a large, four-legged
84 Tales from the Shadows Shattered Entryway. Friedel’s shatter spell has created an obstacle that will make it difficult to leave the lair. The PCs can simply take 1 hour to clear the rubble, allowing them to escape, or a PC can attempt to hurry the process along with a successful DC 10 Strength (Athletics) ability check. For each PC who succeeds on such a check, reduce the time it takes to clear the rubble by fifteen minutes. Treasure. C’Naazo has little need for valuables and has had very few chances to acquire them. Upon its death, the segmented tentacles of the creature fall loose upon the floor. Two of the three crack and become useless, while the third remains intact. The segmented tentacle—the Chitinous Club of c’Naazo— can be used as a magical weapon (see appendix) and serves as the only treasure to be found in the lair. Conclusion Scholar Friedel flees the scene when he hears the party attempting to free themselves from the lair. He might be tracked by the party, or even captured, though he uses every means at his disposal to escape undetected. Otherwise, the scholar returns to the Shuttered Tower where he spends two days preparing to leave the tower and plead his case to the Banished Queen as suggested by the Shadow Grimoire. If confronted at the Shuttered Tower, Friedel summons its guardians (two flesh golems) to defend him against the party while he attempts to flee. If captured, he begs to be spared and confesses his plot, admitting to being under the influence of what he thinks is the Shadow Grimoire. He is unable to help the party locate the magical book. However, he reveals that, “The Banished Queen will soon awaken.”
ADVENTURE BACKGROUND The Court of Wine and Roses was a minor fey court whose rulers were ardent devotees of Baccho, elven god of poetry, wine, and revelry. In its time, the court was renowned for its amazing wines, beautiful musical compositions, and the outrageous debauchery of the parties hosted by its King and Queen. Unfortunately for the monarchs and their court, they were too committed to the tenets of the Laughing Prince to avoid the machinations of other scheming fey courts, and they were destroyed. Little remains to remind the Shadow Realm of their existence, save for the occasional rare bottle of wine vinted by the court, the still-popular songs of its bards, and the lonely, abandoned palace that remains amid a vineyard long since overgrown, its gardens run wild and its famous hedge maze looming nearby. Recently, a group of brigands, led by a wereboar, discovered the abandoned palace, and their leader has decided to call it home for his not-so-merry band while they figure out what comes next. ADVENTURE HOOKS The PCs are hired to explore the palace of the Court of Wine and Roses to find and return with three items desired by the NPC who hires them. Lost Ballad. The first is a lost ballad by Eilshaera—a famous sable elf bard who was an attendant of the Court of Wine and Roses—which was never publicly performed before her untimely death. Rare Vintage. Second is a barrel of the King’s Prize, a rare wine vintage grown and vinted by the court, where barrels of it were only tapped for revels at the palace. Sultry Bloom. Finally, a cutting from a Sultry Twilight rose bush, a rose with a deep purple bloom that smells of orange and sage and is said only to grow at the center of the palace’s hedge maze. Patron. The specifics regarding the person who hires them can vary depending on your campaign. They might be approached by a sage whose specialty is the history of fallen fey courts, or a powerful lord or lady from another fey court seeking to improve their station with these rare finds. Reward. Their client rewards the PCs with the sum of 2,000 gp or your choice of any four uncommon or two rare magic items. The patron does emphasize that payment is contingent upon receiving all three items. Palace (Ground Floor) The palace of the Court of Wine and Roses was once an impressive and beautiful building. Now it is a ruin, partially collapsed, as portions were gutted by fire before it was abandoned. Time and the elements have taken their toll, but much of it remains standing. The habitable parts have been occupied by a wayward wereboar and his band of outlaws. Outlaw Occupation. A ferocious band of outlaws and brigands, the Tusks are strangers in a strange land. While fleeing a force of soldiers bent on capturing the band, the Tusks passed from their world through an open portal into the Shadow Realm. Their leader gambled on the soldiers not being willing to follow them. He was right; however, the portal closed before the Tusks could return home, and now they find themselves trapped in the Shadow The Horn of Revels AN ADVENTURE FOR 4–5 CHARACTERS OF 5TH–6TH LEVEL
86 Tales from the Shadows Realm. They eventually stumbled upon the abandoned palace of the Court of Wine and Roses and decided to make it their home until they figured out a way home or how to make their way in this strange, new land. Wereboar Beware. The leader of the Tusks is Fergus ap Hywell (NE wereboar). Fergus is a barrel-chested, hairy man with muttonchop sideburns, bristly black hair, and a scar that runs down the right side of his face from his hairline, through the left eye (which is blind), and down to the corner of his mouth. In boar or hybrid form, the scar is still visible, running down the head through the eye and across one side of his snout. Fergus is a gruff and dominating leader, brooking no dissent from his band. He is also more discriminating than most wereboars regarding spreading his curse. Once his followers have proven loyal and worthy in his eyes, Fergus plans on gifting them with lycanthropy, turning a simple band of brigands into a clan of wereboars. Should they find no way home, or simply determine it is better to stay, Fergus has decided the abandoned palace will be their permanent encampment. Bandits on Patrol. While on the palace grounds, there is a 25% chance of encountering a patrol of four brigands (thugs, armed with longswords instead of maces). The brigands fight until half their number are lost then attempt to flee to area 12 to alert the rest of their band, sending one of their number upstairs to area 18 to inform Fergus of the intruders. Once two such patrols have been encountered, the PCs encounter no others, unless you decide Fergus sends out more of his men from areas 11 and 12. 1. MAGICAL FENCE Several tall stone posts stand in a line between the two wings of the palace, enclosing the courtyard. Spidery runes engraved on the posts flicker with a bluish glow. A weave of transparent, bluish energy stretches between the posts, blocking access to the courtyard beyond. As the runes flicker and dim, the weave of energy flickers in and out of existence with a faint humming noise. This magical fence once provided the primary means of defense for the palace. Decades of neglect
The Horn of Revels 87 have caused the magic to malfunction; as a result, the fence now flickers in and out of existence at random intervals. During the periods it stands, it functions as a wall of force, except it is translucent (rather than entirely transparent), and there are strategically-placed gaps in the wall through which defenders could make ranged attacks. Any creature standing adjacent to the fence has three-quarters cover against attacks at a range of 10 feet or more from the other side. Dash It. If the PCs attempt to cross into the courtyard, they must rush through while one of the sections of the fence is down. A successful DC 13 Dexterity saving throw allows safe passage past the fence. On a failed save, a creature takes 22 (4d10) points of force damage and is thrown back 5 feet and falls prone. Smash It. If one of the posts is destroyed, any sections of fence it connects to cease to function altogether. Each post has AC 17 and 18 hp and a damage threshold of 10. However, any damage dealt to a post that does not reduce it to 0 hp releases a surge of energy. All creatures within 5 feet of a post when it surges take 11 (2d10) points of force damage. A successful DC 13 Dexterity saving throw reduces the damage by half. 2. GRAND COURTYARD This once immaculate lawn is now overgrown with creeping vines, brush, and wildflowers. To the north, a staircase leads up to a pair of carved, wooden double doors that appear to be the main entrance into the palace. There are also single doors leading into the east and west wings. Near the center of the courtyard, an immense tree trunk supports a large object, though at a distance it is unclear what it might be, as the vines here have overgrown it, obscuring its true nature. The main doors to the north open into the antechamber (area 3). The door to the west enters the Western Gallery (area 8), but Fergus’ men have barricaded the door (requiring a successful DC 13 Strength (Athletics) check to force it open). The eastern door opens into the Eastern Gallery (area 16). The Horn of Revels As you get closer to the center of the courtyard you can see that what the vegetation was masking is an enormous, curling horn. This massive, ram-like horn has a mouth wide enough for a tall human to stand inside upright. The mouthpiece is crafted of silver, fashioned in the shape of a head of a female elf, her lips pursed as if ready for a kiss. The horn sits on an ancient tree stump, easily twelve feet across, overgrown with heavy vines that fix the horn in place. A steppingstone can be found on the ground beside the trunk, allowing one to step up to the mouthpiece. This ancient relic was one of the prized possessions of the Court of Wine and Roses, supposedly gifted to the royal family of the court by the great god Baccho himself. It has remained where it currently stands, neglected, since the fall of the court. Members of the Tusks who wished to blow the horn upon their arrival were quickly and violently dissuaded of the notion by Fergus, who chastised them for fools, as the sound of such a horn could alert potential enemies within miles of the place of their presence here. None of the bandits has since risked defying Fergus in this matter. Blowing the Horn. If a creature blows the horn, the instrument lets out a deep, resonant sound that shakes the very ground and can be heard clearly in any area of the top two levels of the palace or the hedge maze.
88 Tales from the Shadows Regarding Sexual Content and Overtones only as much detail as is agreed upon with your players. Be ready to tone things down by only alluding to such activity, or you can simply end scenes by fading to black and moving on if too much interaction or description might be problematic. The important thing is that everyone at the table can enjoy the game. If you decide you’d rather not include an encounter, simply remove it. You could also choose to have the magic of the Horn of Revels no longer function, that blowing it would make a cacophonous noise that alerts the occupants of the palace to the PCs’ presence and nothing more. If you choose this option, consider adding more brigands to Fergus’ band and place them in areas where any encounters were removed, or add other creatures you deem appropriate for the setting. Fey Party. The horn also serves to summon several fey from the surrounding area to the palace, magically enhancing their mood and making them inclined to make merry and celebrate. This summoning and “mood” magic only affects creatures of the fey type. Sounding the horn also dispels the palace’s magical fence, allowing the summoned fey entry to the grounds, where they immediately begin their revels upon arrival. Glamorous Glamor. Finally, if the horn is blown, the entire palace is affected by an illusory glamor, which causes any creature who can see to perceive everything in the palace as polished and gleaming, with decorations—fine tablecloths, beautiful woven tapestries, immaculate carpets, and the like—disguising completely its damaged and timeworn reality. Return to Normal. After 24 hours, the magic of the horn ceases. The fey return to wherever they came from, the glamor no longer masks The Court of Wine and Roses was famous in its day for its excesses, including lavish parties that were often orgiastic affairs of legendary proportions. Most of the references to this are subtle, mainly occurring in descriptions of rooms, pieces of artwork, and the like. However, there is the possibility that the Horn of Revels, a relic of the Court, will be used by your PCs, which brings a whole new level to the fore as the magic of the Horn summons a band of fey folk in the mood for, well . . . revels. This introduces a different group of encounters, one of which involves some sexual situations. Though what we have presented here should be appropriate to a “PG-13” rating, as GM, you should determine your group’s comfort level with these topics in their games prior to running the adventure and provide
The Horn of Revels 89 the decrepitude of the palace, and the magical fence becomes active once again. Spells such as dispel magic have no effect on the horn’s magic. Revised Descriptions. If the PCs are exploring the palace after the horn is sounded, certain encounters and descriptions change significantly. In such cases, there is supplementary text provided in the area description preceded by the word “Revel.” In such cases, refer to the Revel text rather than the boxed text when setting the scene for your players. Discretion vs. Valor. Given the sudden “invasion” of fey into their new home, Fergus and the Tusks deem it wise to hunker down and wait out the situation, except where otherwise noted in the individual area descriptions. 3. ANTECHAMBER A series of arches open onto a grander room beyond the entranceway here. To the left and right of the door stand two suits of plate armor, dusty and cobwebbed. An inscription in flowing script is painted above the main archway across from the double doors. The inscription above the door is in Sylvan and reads, “Baccho’s blessings and good fortune upon the lord and lady of this house. Long may they reign.” Creatures. Should anyone attempt to enter through the archways without reciting the above inscription, the two suits of animated armor step down off their bases and attack. They fight until destroyed. The two suits pursue intruders anywhere in the palace but do not follow them outside. Revel. Should the PCs observe the summoned fey entering the palace, they note all of them repeat the inscription in a loud voice as they enter. 4. GRAND FOYER A large staircase rises from the center of the room, leading to a second-story balcony and the upper level. Decorated arches allow egress from the hall to the east and west. The marble tile floor is thick with dust, and the number of sculptures that adorn the hall are veiled in cobwebs. An extensive fresco covers the ceiling high above, but its subject matter is difficult to discern from below in the dim light. The air carries the smells of dust, damp, and smoke. The statues, made of both carved marble and cast bronze, are nudes of various types of fey, caught in poses of dance or merriment. If better lit, or if the PCs move up the stairs for closer examination, the fresco, though darkened from smoke damage, still shows a massive revel, with myriad fey dancing, drinking, feasting, and engaging in various erotic entanglements. Discovery. A successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check uncovers a discarded note on the floor amid the dust. The note reads: Lil, I look forward to seeing you for dinner this evening and having you for dessert. I shall bring my new ballad for you to hear. It’s only right the one who inspired it should hear it first. See you in the Red Room. Eilshaera 5. GAME ROOM Targets hang along the eastern wall. A pair of round tables littered with scattered cards and surrounded by overturned chairs stand beside the southern windows, and a billiards table is to the north. Treasure. This room remains as it was when it was first abandoned. The Tusks have already made a pass through and collected most anything of value, but a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check uncovers 3 cp, 2 gp, and 1 pp on the floor under and near the tables, as well as a hidden compartment under one of the card tables where someone seated could pull out cards to put in their deck. One of the cards in the compartment is a lich card from a deck of illusions. 6. PARLOR Several padded chairs and a pair of sofas are scattered around the room near low tables, their coverings torn and sprouting stuffing. A cabinet stands open and empty against the wall between the northern windows. The cabinet once held liquor, its remaining contents long since taken and drained by the Tusks, who have also scavenged the room for anything else of value. Discovery. Scratched into the surface of one of the tables is a series of lines, like a portion of a maze, apparently showing a path to its center. This can be noticed with even a cursory examination of the room. Supposedly a remembered path into the center of the hedge maze, it is incorrect and instead brings those that follow these directions to the small garden (area 2) on the northeastern side of the maze.
90 Tales from the Shadows 7. NORTH HALL This high-ceilinged hall runs north and south, with a door at its southern end and a window looking out to the grounds to the north. An archway opens in the east wall, while a similar portal to the west is blocked off by charred timbers and rubble. The hall is empty and contains nothing of interest. The exit to the east leads to the parlor (area 6), and the door to the south opens into the western gallery (area 8). 8. WESTERN GALLERY This long hall has several tall, narrow windows along the eastern wall, their soot-stained glass or empty, broken frames offering an expansive view of the courtyard. Along the western wall, several smoke-darkened paintings in gilded frames adorn the walls. The paintings along the wall are portraits of members and relatives of the royal court, as well as a few favored friends and companions. Each portrait has a brass plaque affixed to it bearing the subject’s name and affiliation to the court. One is labeled “Eilshaera, Royal Bard” and depicts a sable elf regarding the viewer with a sultry gaze as she leans upon a large harp. She stands in a room draped in crimson tapestries, with furniture in varying shades of burgundy, carmine, and vermilion. It hangs near a portrait of “Liliana, Heir to the Crown,” a statuesque female sable elf in a gown of emerald green. 9. CHAMBERLAIN’S LIVING ROOM A large, ebony desk faces the door when you enter, with a high-backed chair behind it; a bookshelf stands just past the chair along the north wall, empty but for a few worm-eaten volumes. To the south, a torn couch sits against the wall with a small table before it. In the corners stand two statues, one of a beautiful elf in a dress carrying flowers, the other a shadow fey playing a fiddle. An enclosed veranda to the west has several windows looking out onto the grounds. Once the living area and office of the majordomo, this room has been long abandoned, though it has recently been rummaged through by the Tusks. Discovery. Among the old papers in the drawers of the desk is a letter mentioning the breeding of the Sultry Twilight rose. The letter notes the new roses will be grown and tended at the center of the hedge maze until the King and Queen give the order to have them placed in the garden proper. There are also records for the royal wine cellar, showing four barrels of King’s Prize stored there. The letters and records are from several decades ago. 10. CHAMBERLAIN’S BEDROOM Once a well-appointed bedroom, this chamber is dominated by a large, canopied bed. A bearskin rug is on the floor before the fireplace, and a thick, woven carpet covers the floor between the bed and a low wardrobe with a padded leather top. A desk and chair occupy the east side of the room. This room has long since been looted of anything of value or interest. The fireplace here is connected to the one in area 11. Small or smaller creatures can move through this area from room to room, while Medium creatures must squeeze through the opening. Revel. A magical glamor gives the illusion that the room is much more sumptuous, clean, and comfortable than it actually is. A small fire crackles merrily in the hearth, alongside the sound of joyous giggling. A pair of nymphs (see appendix) and four satyrs are lounging on the bed and the bearskin rug. When the PCs enter, the creatures make pleasant greetings and encourage the PCs to join in the fun. Should the PCs refuse, a successful DC 14 Charisma (Deception or Persuasion) check is necessary to gracefully decline without giving insult to the fey folk. On a failed check, one of the nymphs and a satyr take it personally enough to leave their frolicking and engage the PCs in combat. Neither is willing to die over hard feelings, however, and beg off to go nurse their wounds if reduced to half of their hit points or fewer. Should the PCs not accept their surrender, the rest of the fey join the fray to save their friends. 11. CAPTAIN’S QUARTERS A large fireplace dominates the northern wall, its coals banked and warming the room. A pair of bunkbeds are set against the southern wall, while another single bed is to the east. To the west of the fireplace is a large wooden desk and a leather chair. Creatures. Once the quarters of the captain of the guard, this room is now where the lieutenants of the brigand band sleep. At any given time, two of the band’s four lieutenants (bandit captains) can be found here. They respond to intruders with violence. If combat breaks out in area 12, the lieutenants open the door that connects the rooms to assess the
The Horn of Revels 91 situation. Each time a bandit falls, one lieutenant enters the room to provide additional support. Treasure. Five footlockers in the room contain the lieutenants’ spare equipment and monetary wealth. A total of 210 sp and 70 gp can be found in these containers. 12. BARRACKS Just beyond the doorway, a spiral stone staircase ascends to the upper level of the palace. Past the stairwell, bunkbeds line the walls, a pair of footlockers at the end of each. This room was once the quarters of the palace guard. Now it serves as the sleeping area for the Tusks. Creatures. The lesser members of the Tusks bunk here. At any given time, eight of the brigands (thugs, but armed with longswords instead of maces) can be found resting here. They respond to non-fey intruders with violence, attempting to fall back to area 11 if at least half their number have fallen in combat and they have no lieutenants from that room for support. 13. DINING HALL Two elaborate, brass chandeliers hang from the ceiling here, tarnished from neglect, with their candles burnt to nubs. A long table runs down the middle of the room, bearing a tattered tablecloth and scattered tableware. Chairs ring the table, some askew, some fallen to the floor. A large hearth takes up a portion of the southern wall. Long, wooden benches line the northern wall. This hall once was used for smaller and more intimate feasts. For large revels, spare tables and chairs would be brought into the ballroom (area 15). This room has nothing of value remaining in it. Revel. The dining hall is clean, its chandeliers polished and aglow with fresh candles. The table is laden with a great feast, and the chairs are all occupied by shadow fey or sable elves (Book of Ebon Tides). PCs that approach in a nonhostile fashion are given a hearty welcome and encouraged to partake in the celebration and join the feast. Should the PCs refuse, a successful DC 14 Charisma (Deception or Persuasion) check is necessary to avoid insult or arousing the ire of the fey. If the check fails, one of the shadow fey in attendance orders his shadow fey gladiator to teach the rude party crashers some manners. If the PCs accept the invitation, they are given heaping plates of food and full flagons and are sent to the servants’ benches to eat. As they’ve willingly accepted the magic of the Horn of Revels, they spend the next hour eating, drinking, and making merry. At the end of the hour, they gain the benefits of the spell heroes’ feast. 14. KITCHEN A massive hearth, flanked by a pair of ovens, takes up most of the northern wall. Shelves, counters, and sinks cover most of the rest. A couple of well-used chopping blocks stand in the center of the room, near a trapdoor in the floor. The door in the southwest quadrant of this room leads into a pantry, now overrun with vermin and mostly bare. The other doors lead into the dining hall (area 13) and ballroom (area 15) respectively. The trapdoor leads down to the wine cellar (area 17). Trap. The trapdoor leading to the cellar has a glyph of warding cast on it. Opening the door without saying the phrase, “Wine for m’lady” causes a blast of magical energy in a 20-foot radius, forcing each creature in the area to make a Dexterity saving throw. A creature takes 22 (5d8) fire damage on a failed saving throw, or half as much damage on a successful one. The glyph can be discovered with a DC 15 Intelligence (Arcana or Investigation) check. Revel. The kitchen appears much the same, only cleaner, and there is a shadow fey gladiator (current hit points 88) sitting on the trapdoor. He is drinking wine from a keg and nursing what appear to be burns that have reddened and blistered his hands and face. Appointed to fetch wine for the revel, the guardian set off the glyph on his first trip down. Now he’s drinking to take the sting off. If the PCs ask to be let into the cellar, he informs them there’s only one barrel left down there, untapped, and he’s saving it for his master. A successful DC 14 Charisma (Deception or Persuasion) check convinces him to let them down to collect it themselves. Otherwise, he says he’ll move only if one of the PCs defeats him in a drinking contest. The guardian has already drunk a significant amount from his keg. If a PC can succeed on three out of five DC 14 Constitution saving throws, they win the contest. The guardian passes out on the floor, removing him as an obstacle to the trapdoor.
92 Tales from the Shadows 15. BALLROOM This large, empty room has floors of marble tile set with mosaic images of grapevines, musical notes, and wine goblets. A half-dozen ornate, brass chandeliers are suspended from the ceiling. A large alcove with windows viewing the grounds is accessible through an archway to the east. Revel. Several fey, mostly shadow fey and sable elves, are in the ballroom, dancing to the music of a fey quartet. The PCs are asked to dance. A successful DC 14 Charisma (Deception or Persuasion) check allows a PC to beg off, but those who fail their checks are offered a different sort of dance, with bared steel. Eight shadow fey thugs challenge the PCs to a fight as the dancers clear the center of the room to give them space. 16. EASTERN GALLERY This long hall has several tall, narrow windows along the western wall, their soot-stained glass or empty, broken frames offering a view of the courtyard. Along the eastern wall, several smoke-darkened paintings in gilded frames adorn the walls. The southern portion of the hall has collapsed and is choked with rubble. The collapsed portion of the gallery is inaccessible. The paintings here are landscapes from various planes, but all are heavily damaged by smoke and difficult to make out their subject matter. 17. WINE CELLAR A ramp descends from the trapdoor to a large cellar. Wine racks line and fill the northern half of the room. Barrels and kegs of various sizes are stacked against the walls to the south. Long tables and numerous chairs are stacked in the center of the room. Treasure. A successful DC 12 Wisdom (Perception) or Intelligence (Investigation) finds a single remaining barrel of King’s Prize wine, hidden away behind some barrels in a corner. If the result of the check is 14 or higher, examining the remaining bottles of wine on the racks also uncovers six intact bottles of fine wine (worth 25 gp each). Palace (Upper Floor) Very little remains of this level of the palace, as it sustained most of the damage from the fire that ravaged the building many years ago. 18. UPPER GRAND FOYER Stairs rise from the floor below to a walkway that encircles the room. Halls lead off to the east and west wings, but the one to the east has collapsed. Charred timbers and broken stone block access in that direction. The upper level of the eastern wing was demolished in the fire. The other hall connects to what little remains of the upper level of the western wing. 19. THE RED ROOM The furniture, carpeting, and draperies of this room are all varying shades of red, once vivid, now darkened by smoke and soot. Creatures. This room is now occupied by Fergus ap Hywell, the wereboar leader of the Tusks. He prefers to fight in hybrid form so he can gore opponents while he cuts them down with his greatsword. Treasure. Fergus carries a sack that holds a jade mug (worth 25 gp) and three bloodstones (worth 50 gp each). A successful DC 13 Wisdom (Perception) or Intelligence (Investigation) check finds a silver scroll tube (worth 10 gp). Inside the scroll tube is the final ballad written by Eilshaera, entitled, “Drowning (In Your Wine-Dark Eyes.)” Hidden in the lining of the underside of one of the couches is a small, polished wooden box, which can be discovered with a successful DC 15 Wisdom (Perception) or Intelligence (Investigation) check. Engraved on the lid is an inscription: To my silvertongued love, from your muse. Inside the box is an exquisitely beautiful crystal rose. This is Liliana’s Rose (see appendix).
The Horn of Revels 93 20. WESTERN BALCONY A bronze railing encloses this balcony that stretches across the upper story of the west wing. This balcony is the only reliable route to travel the upper floor of the west wing. 21. ARMORY Empty weapon and armor racks line the north and south walls of this room, while several chests rest against the western wall. The door to this room is locked, requiring a successful DC 15 check using thieves’ tools to open. The former palace armory now serves as the treasury for Fergus and his brigands. Fergus carries the key to the room. Treasure. Inside the chests against the wall is the collected treasure of Fergus and his bandits: 500 cp, 2,000 sp, 600 gp, and 30 pp. The Hedge Maze The maze was a favored distraction in the Court of Wine and Roses and where their rarest and most prized blooms were cultivated at its hidden center. Magic was used to keep the hedges in check and to preserve their health and vigor, as well as the rare roses kept in its central, hidden garden. The spells used here are still mostly intact, keeping it in much better form than the rest of the grounds. 1. ENTRANCE Much of the gardens that occupied the land north of the palace have grown wild or been choked out by the natural vegetation of the area, unable to thrive without tending. Standing tall among the undergrowth are the verdant walls of a great hedge maze—which, if you didn’t know any better, you’d say had been recently trimmed and tended. The entrance is at the end of a gravel pathway leading from the north doors of the palace, flanked by a pair of marble
94 Tales from the Shadows statues: to the right, a shapely nymph running, her laughing face looking back over her shoulder; to the left, a lithe satyr, apparently in pursuit with a determined look on his face. Revel. Before the PCs can enter the hedge maze, a female figure with slate gray skin, wearing a garment of vines and leaves, steps from the nearby undergrowth. This is a dryad (with changes noted below) named Smilax. She is rather perturbed, as she has been called to the palace by the magic of the Horn of Revels. However, her tree, while on the former property of the palace, is more than 300 yards away. She cannot enter the palace without suffering the effects of being too far from her tree, yet she feels compelled to join the revel in some way, yet not wanting to suffer for it. She demands that the PCs return to the palace and bring her some
Tales from the Shadows 95 wine to drink and someone who can entertain her with conversation or dance (or some other form of amusement) before they head into the hedge maze. If the PCs assist Smilax, any of the alcohol currently being drunk by the revelers in area 13 or 14 suffices; likewise, any of the contents of the wine cellar (area 17) is acceptable. As for conversation, dance, or amusement—a successful DC 13 Charisma (Deception or Persuasion) check can convince any of the fey to take pity on Smilax and come keep her company for a time. Creatures. If the PCs refuse her demand, Smilax casts wall of thorns, blocking their entry into the maze and refusing to let them in until they bring her what she desires. If they attempt to destroy or bypass the wall, she attacks, summoning eight vine-wrapped skeletons that guard her tree to assist her. The skeletons arrive in 2 rounds. If Smilax is reduced to half her hit points or fewer, and all her minions are defeated, she ceases concentrating on the wall of thorns and flees back to her tree. Creature Change. Smilax can cast wall of thorns 1/day. Discovery. Should the PCs assist Smilax without any initial refusals or combat, she is grateful enough that she gives them directions to the center of the hedge maze and warns them about the guardian there (see area 3). If the encounter does not come to violence, but the PCs show any sort of hesitancy to assist her, are openly annoyed, or otherwise insult her, she gives them the path through the maze but neglects to warn them about the guardian. 2. SMALL GARDEN The hedges open into a small area lined with fragrant rose bushes. In the center of this little garden stands a marble statue of a female elf, smiling, with her hand extended as if offering a greeting or aid. Statue.This is one of a few small garden areas in the maze. The statue is magical. If a creature reaches out and grasps the statue’s hand, the creature is teleported back to the entrance of the maze. This only happens once per creature, per statue, in a 24-hour period. 3. CENTER GARDEN The maze opens into a square area. Roses of wondrous colors and aromas are planted here, some in the ground, others in large, glazed pots around the perimeter. Treasure. A rose bush at the center of the area is notable for its lush, purple blooms. This is the Sultry Twilight rose the PCs’ patron is seeking. Creatures. Planted next to the Sultry Twilight bush is a rose golem (Book of Ebon Tides) tasked with guarding the rare roses grown here. If anyone attempts to damage or steal its charges, the golem rises and attacks. Once all its opponents fall or flee, it takes any sleeping foes and carries them out of the maze, depositing them outside the entrance. Concluding the Adventure Once the PCs have collected the three objects of their search, the adventure is ended. They may have loose ends to tie up with the Tusks or any of the fey that attended the Revel first. Otherwise, they can return to their patron with the items to receive their promised reward.
96 Tales from the Shadows ADVENTURE BACKGROUND The decline of the Winter Court was a planned and gradual fall, as enemies sought to weaken its increasingly mad Moonlit King over time. Members of the Court were killed in duels, met deadly accidents, fled, or simply found themselves new patrons. A group of the Moonlit King’s servants called the Order of the Sovereign’s Circle once kept dangerous and esoteric knowledge for the Winter Court. Nearly a century ago, the Demon Lord Akyishigal orchestrated a grave insult to the Queen of Night and Magic to frame the Order. The Queen commanded the Order’s founder, Mesina d’Bruna, turned to stone and used her magic to strike d’Bruna’s name from all records and living memory. The statue was gifted to the Demon Lord for his service. The remainder of the Order fled with what archival materials they could spirit away and covertly reestablished themselves in pockets around the Shadow Realm, including in Corremel. The Order disguises itself as a sect of Hecate worshippers, calling themselves the Sodality of Silent Rites. Akyishigal gifted the statue of d’Bruna to the Court of Sparrows several decades ago, where it sat outside in a courtyard to be forgotten. The Order of the Sovereign’s Circle took advantage of a recent shift in power in the Court to steal the statue with the hope of restoring their founder, but they’ve encountered difficulties in their attempts to restore d’Bruna to life and seek assistance. The current ruler of the Court of Sparrows, the trollkin chieftain called Undefeated King Marrow, would lose status if the theft were discovered by the greater courts. His agents have tracked the thieves to Corremel. They are unwilling to risk attention from the city’s ruler, the Black Prince, and seek a competent group to retrieve their stolen property. ADVENTURE HOOKS The PCs are near Corremel when they’re approached by two opposing factions. Statue Retrieval Upon arriving at the outskirts of the city, the PCs are greeted by agents from the Court of Sparrows. A gray-skinned trollkin accompanied by a well-dressed halfling calls out a greeting to you. The halfling clears his throat to speak. “Your reputation precedes you,” he says, and in a lower tone adds, “and we could use your assistance.” Each of the pair wears a cloak held closed by a sparrow-shaped clasp. The trollkin ranger Gwana Snapbone (N trollkin raider [see appendix]) and halfling courtier Pritha Trerend (N halfling spy) are hunting thieves who stole a statue from the Court of Sparrows. The statue has little monetary value, but it is important to Undefeated King Marrow, and he The Sodality of Silent Rites AN ADVENTURE FOR 4–5 CHARACTERS OF 6TH LEVEL Struck from Memory When running the adventure, keep in mind that no one the PCs speak to remembers the name of Mesina d’Bruna, since the Queen of Night and Magic has magically struck her name from living memory. The only ways the PCs can learn d’Bruna’s name are via a book in area 15 and via a ghost in area 17.
The Sodality of Silent Rites 97 wants it returned. The pair has tracked the thieves as far as Corremel, but Pritha delicately explains that King Marrow does not have the Black Prince’s favor and would prefer to use intermediaries to discretely retrieve the statue. The pair offer to pay 400 gp per PC for successful retrieval and an additional 100 gp per PC if the group can return it undetected. Based on accounts of the theft from witnesses in the court, the pair believes the thieves are members of an esoteric Hecatean cult known as the Sodality of Silent Rites that’s based in Corremel. Members of the cult wear distinctive bird-shaped masks and take vows of silence. They do not know why the Sodality would steal the statue but suspect that some malefactor has reason to try to embarrass their king. The pair paid a goblin named Melkar (N shadow goblin spy) to chase rumors about the Sodality and return with what information he found. The Sparrow Court representatives would like the group to meet with Melkar at his stall in the Sheltered Market and continue the investigation. The pair will wait outside the city for the statue’s return. If the PCs have spent some time in the Shadow Realm prior to this adventure, a successful DC 10 Intelligence (History) check reveals that the Court of Sparrows is a minor court once dominated by courtfolk halflings. A few years ago, the Court was conquered by a trollkin warlord who seeks to retain the court’s legitimacy. A Counteroffer A short time after the PCs’ encounter with the Court of Sparrow representatives, as they near the city gates, an umbral human intercepts the group. “Your pardon, gracious ones,” a ghostly pale human man calls out, approaching you from the direction of the city. His body is mostly hidden by a well-made dark cloak. “I have heard whispers that you have been recruited for an errand by a minor court, but I beg you to listen to my counteroffer; I bring you a vastly more profitable alternative.” He introduces himself as Vacer and says he represents a group that does not want the statue returned. He will pay the PCs double what their current employers promised them if the group destroys the statue, citing a figure that is exactly double the amount the PCs and the Sparrow representative agreed upon. Vacer speaks of the Court of Sparrows with disdain and says that destroying the statue will earn them favor with those far more powerful than the Court of Sparrows. Vacer reveals his master with a successful DC 12 Charisma (Deception, Intimidation, or Persuasion) check: the Demon Lord Akyishigal, a powerful figure in the Shadow Realm. If the PCs do not agree to the request, he shakes his head sadly. He tells them that if any members of the group destroy the statue before it is returned, he will provide the rewards to those members. The Sheltered Market The famous Sheltered Market of Corremel is housed in a massive obsidian structure. Inner walls and ceilings are covered by friezes showing shadow fey interacting with members of other races. Once inside, ambient chatter and haggling are loud enough to make listening to others’ conversations difficult. Edicts posted on walls and between the equally sized merchant stalls bear the elaborate signature of “Mistress Twylla Yoop” and list the rules of the market and associated fines levied when these rules are broken. Today’s offenses include wasting another’s time (25 gp fine); failure to praise the Black Prince upon completion of a purchase (50 gp fine); insulting a merchant or damaging their reputation (150 gp fine). Given enough time shopping, almost anything can be found and purchased at the Sheltered Market. Most mundane items can be found within an hour, and magical items may be available as allowed by the GM. If the PCs need items that would be useful in transporting a statue, for example, there is a chance they are available at the market. Any merchant can easily (and gladly) direct the PCs to Melkar’s stall. Hunting the Sodality. The PCs can also choose to hunt for rumors about the Sodality. A successful DC 15 Charisma (Deception, Intimidation, or Persuasion) check reveals the Sodality recently attempted to purchase a basilisk at the Market. Failure on this check may draw the attention of the Market guards, who fine the PC for wasting another person’s time unless a PC succeeds on a DC 15 Charisma (Intimidate or Persuasion) check to convince them otherwise. Melkar’s Stall. The goblin Melkar is found working at a weapons stall near the center of the market. He cackles gleefully when the PCs reveal who they are. He informs them he has found two solid contacts. The first potential contact is a member of the city watch, the Lanternkeepers, by the name of Xeven (N shadow fey guard). Xeven apparently has a complicated history with the Sodality that has left
98 Tales from the Shadows him resentful of their operations. Melkar believes Xeven can guide them to the Sodality’s monastery and may be willing to share intelligence if they decide to approach stealthily. The other contact is a cleric of Hecate who works in the Sheltered Market selling books and religious items. Leina is on friendly terms with the Sodality. Melkar tells the group that the Sodality has engaged Leina to find adventurers to handle a problem. SOCIAL, STEALTH, OR SOLO The PCs basically have three options on how to approach this adventure: (1) they can take the social route by accepting Leina’s help; (2) they can take the stealth route by accepting Xeven’s help; or (3) they can proceed solo without anyone’s help. Several parts of the adventure have different text depending on which lead the PCs choose to follow. In such cases, there will be supplementary text provided in the area description preceded by the word “Social,” “Stealth,” or “Solo.” Stealth Approach If the PCs elect to speak to Lanternkeeper Xeven, Melkar makes arrangements for the guard to meet the group in Melkar’s home. Xeven is aware the PCs seek to retrieve the statue. Lanternkeeper Xeven knocks on the door at the appointed time. He appears nervous when he enters and displays his badge of office, the distinctive oval lantern of the Lanternkeepers. He begins speaking immediately. “I’ll get you inside that cursed place. I’ll tell you what you need to know to get in and out without a fight.” If the PCs demur, he tells them he is their best chance to enter the Sodality’s sanctum. He explains that the Sodality has an arrangement with the Black Prince: The Prince allows them to stay in Corremel provided the Sodality gives him or his servants access to their archives. Due to this, the light of a Lanternkeeper reveals the hidden entrance to their monastery. If the PCs appear as if they might resort to violence against him and try to steal his lantern, he reminds them that being caught with a Lanternkeeper’s lantern is punishable by death. If the PCs take the lantern, dozens of Lanternkeepers swarm Corremel to retrieve it once they realize it is missing (1d4 days). Xeven touches his mouth anxiously as he speaks. He shares that he was once a member of the Sodality and that the group is not who they claim to be. “Some are Hecate worshippers, but their true loyalty lies to the Moonlit King of the Winter Court. They were my brothers once, but they became zealots. I couldn’t take it anymore. They threw me out when I wouldn’t go through what they call their ‘higher rites.’ I wasn’t about to disfigure myself.” He appears uncomfortable and does not wish to speak more on that subject. Xeven sketches out a rough layout of the ground floor of the monastery. “You’ll need to be swift and silent. The statue you’re looking for is probably in one of the archives below. The descending stairs are on the south side of the east library. The gate’s probably locked. Your best bet is probably to hit up the ink devils in the scriptorium to the north. They’re not above bribery, as long as they fulfill the terms of their contracts. I wasn’t allowed downstairs since I didn’t take the higher rites, but I know there’s a trick to opening the doors—there’s a maze set in the floor. Start in the middle, figure it out and you should be good. You figure out how you’re going to move a statue yet?” He’ll answer basic questions about the Sodality but has largely exhausted his desire to share his knowledge. He does not discuss his reasons for assisting the PCs, but he is bitter about being kicked out of the Order. When the conversation is over, he tells them to meet him at the southern end of Shady Lane when evening falls tonight, and he’ll accompany them to the entrance. Social Approach If the PCs elect to speak to Leina (N shadow fey priest), Melkar sends them to her stall in the Sheltered Market. Leina sells items related to worship and study of the goddess Hecate. These items include amulets (1 gp) and pins with symbols representing Hecate’s different aspects (5 sp). She sells copies of Hecate’s Book of Mysteries (25 gp) and scrolls of theology (25 gp each). Worshippers of Hecate and those that purchase items from the stall have advantage on Charisma (Persuasion) checks with Leina. Leina has a profitable relationship with the Sodality of Silent Rites. She sells their scrolls and makes use of their library. If a character mentions they are investigating the group due to a theft, she replies that such an action is unlikely. Leina recently received an urgent message from the Sodality requesting her assistance in recruiting adventurers to help them deal with a basilisk problem in the caverns underneath the Scriptorium. She believes the PCs are the right group to answer the call. She tells the PCs to meet her at the southern entrance of Shady Lane the following evening if they want to meet the Sodality to discuss the job.